HeavenStudio/Assets/Scripts/Games/TapTroupe/TapTroupe.cs

824 lines
34 KiB
C#
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using HeavenStudio.Util;
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlTapTroupeLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tapTroupe", "Tap Troupe", "999999", false, false, new List<GameAction>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if the tall tappers should bop for the duration of this event."),
new Param("bopAuto", false, "Bop (Auto)", "Toggle if the tall tappers should automatically bop until another Bop event is reached.")
}
},
new GameAction("stepping", "Stepping")
{
preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreStepping(e.beat, e.length, e["startTap"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("startTap", false, "Tap Voice Line", "Toggle if the \"Tap!\" voice line should be played on the first tap.")
}
},
new GameAction("tapping", "Tapping")
{
preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreTapping(e.beat, e.length, e["okay"], e["okayType"], e["animType"], e["popperBeats"], e["randomVoiceLine"], e["noReady"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("okay", true, "OK", "Toggle if the tall tappers should say \"OK!\" after successfully tapping.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "okayType" })
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("okayType", TapTroupe.OkayType.OkayA, "Type", "Set the version of the voice line the tall tappers should say."),
new Param("animType", TapTroupe.OkayAnimType.Normal, "Animation", "Set the animation that should be played when the tall tappers say \"OK!\"", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x == (int)TapTroupe.OkayAnimType.Popper, new string[]{ "popperBeats"})
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "Set how many beats it should take for the party popper to pop."),
new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!"),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("noReady", false, "Mute Ready", "Toggle if the \"Rea-dy!\" cue should be muted.")
}
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("spotlights", "Spotlights")
{
function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Spotlights(e["toggle"], e["player"], e["middleLeft"], e["middleRight"], e["leftMost"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", true, "Darkness", "Toggle if the scene should be dark and the spotlights should appear."),
new Param("leftMost", false, "Leftmost Spotlight", "Toggle if the leftmost spotlight should be turned on or off."),
new Param("middleLeft", false, "Middle-Left Spotlight", "Toggle if the middle-left spotlight should be turned on or off."),
new Param("middleRight", false, "Middle-Light Spotlight", "Toggle if the middle-right spotlight should be turned on or off."),
new Param("player", true, "Player Spotlight", "Toggle if the player's spotlight should be turned on or off."),
}
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("zoomOut", "Zoom Out")
{
function = delegate { TapTroupe.instance.ToggleZoomOut(); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("ease", Util.EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action."),
},
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("tutorialMissFace", "Tutorial Miss Face")
{
function = delegate { var e = eventCaller.currentEntity; TapTroupe.instance.ToggleMissFace(e["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", true, "Tutorial Miss Face", "Toggle if the NPC tappers should use the miss face as seen in the original tutorial.")
}
}
},
new List<string>() {"rvl", "keep"},
"rvllegs", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_TapTroupe;
public class TapTroupe : Minigame
{
[Header("Components")]
[SerializeField] TapTroupeTapper playerTapper;
[SerializeField] TapTroupeCorner playerCorner;
[SerializeField] List<TapTroupeTapper> npcTappers = new List<TapTroupeTapper>();
[SerializeField] List<TapTroupeCorner> npcCorners = new List<TapTroupeCorner>();
[SerializeField] GameObject spotlightPlayer;
[SerializeField] GameObject spotlightMiddleLeft;
[SerializeField] GameObject spotlightMiddleRight;
[SerializeField] GameObject spotlightLeftMost;
[SerializeField] GameObject darkness;
private Animator zoomOutAnim;
[Header("Properties")]
private double currentZoomCamBeat;
private float currentZoomCamLength;
private Util.EasingFunction.Ease lastEase;
private int currentZoomIndex;
private List<RiqEntity> allCameraEvents = new List<RiqEntity>();
private bool keepZoomOut;
private static List<QueuedSteps> queuedSteps = new List<QueuedSteps>();
private static List<QueuedTaps> queuedTaps = new List<QueuedTaps>();
public static bool prepareTap;
private bool tapping;
private bool stepping;
private bool shouldSwitchStep;
private bool shouldDoSecondBam;
private bool missedTaps;
private bool canSpit = true;
private bool goBop;
private bool useTutorialMissFace;
private TapTroupeTapper.TapAnim currentTapAnim;
public GameEvent bop = new GameEvent();
public struct QueuedSteps
{
public double beat;
public float length;
public bool startTap;
}
public struct QueuedTaps
{
public double beat;
public float length;
public bool okay;
public int okayType;
public int animType;
public float popperBeats;
public bool randomVoiceLine;
}
public enum OkayType
{
OkayA = 0,
OkayB = 1,
OkayC = 2,
Random = 3
}
public enum OkayAnimType
{
Normal = 0,
Popper = 1,
OkSign = 2,
Random = 3
}
private int stepSound = 1;
public static TapTroupe instance;
void OnDestroy()
{
if (queuedSteps.Count > 0) queuedSteps.Clear();
if (queuedTaps.Count > 0) queuedTaps.Clear();
prepareTap = false;
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
public override void OnTimeChange()
{
UpdateCameraZoom();
}
void Awake()
{
instance = this;
zoomOutAnim = GetComponent<Animator>();
var camEvents = EventCaller.GetAllInGameManagerList("tapTroupe", new string[] { "zoomOut" });
List<RiqEntity> tempEvents = new List<RiqEntity>();
for (int i = 0; i < camEvents.Count; i++)
{
if (camEvents[i].beat + camEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
{
tempEvents.Add(camEvents[i]);
}
}
allCameraEvents = tempEvents;
UpdateCameraZoom();
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && goBop)
{
BopSingle();
}
if (queuedSteps.Count > 0)
{
foreach (var step in queuedSteps)
{
Stepping(step.beat, step.length, step.startTap);
}
queuedSteps.Clear();
}
if (queuedTaps.Count > 0)
{
foreach (var tap in queuedTaps)
{
Tapping(tap.beat, tap.length, tap.okay, tap.okayType, tap.animType, tap.popperBeats, tap.randomVoiceLine);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(tap.beat - 1.1f, delegate { prepareTap = true; }),
new BeatAction.Action(tap.beat, delegate { prepareTap = false; })
});
}
queuedTaps.Clear();
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
if (canSpit && !useTutorialMissFace) SoundByte.PlayOneShotGame("tapTroupe/spit", -1, 1, 0.5f);
SoundByte.PlayOneShotGame("tapTroupe/miss");
TapTroupe.instance.ScoreMiss(0.5f);
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Spit);
}
}
if (tapping)
{
missedTaps = true;
playerTapper.Tap(currentTapAnim, false, shouldSwitchStep);
playerCorner.Bop();
}
else
{
playerTapper.Step(false);
playerCorner.Bop();
}
canSpit = false;
}
}
if (allCameraEvents.Count > 0)
{
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
if (Conductor.instance.songPositionInBeatsAsDouble >= allCameraEvents[currentZoomIndex].beat)
{
UpdateCameraZoom();
currentZoomIndex++;
}
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(currentZoomCamBeat, currentZoomCamLength);
float normalizedAnimBeat = normalizedBeat * 4;
if (normalizedBeat >= 0)
{
if (!keepZoomOut)
{
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
zoomOutAnim.Play("NoZoomOut", 0, 0);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
if (normalizedBeat > 1)
GameCamera.AdditionalPosition = new Vector3(0, 30, -100);
else
{
float newPosY = func(0, 30, normalizedBeat);
float newPosZ = func(0, -100, normalizedBeat);
GameCamera.AdditionalPosition = new Vector3(0, newPosY, newPosZ);
}
if (normalizedAnimBeat > 1)
{
zoomOutAnim.DoNormalizedAnimation("ZoomOut", 1f);
playerTapper.FadeOut(1f);
foreach (var tapper in npcTappers)
{
tapper.FadeOut(1f);
}
}
else
{
zoomOutAnim.DoNormalizedAnimation("ZoomOut", normalizedAnimBeat);
playerTapper.FadeOut(normalizedAnimBeat);
foreach (var tapper in npcTappers)
{
tapper.FadeOut(normalizedAnimBeat);
}
}
}
}
}
}
void UpdateCameraZoom()
{
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
currentZoomCamLength = allCameraEvents[currentZoomIndex].length;
currentZoomCamBeat = allCameraEvents[currentZoomIndex].beat;
lastEase = (Util.EasingFunction.Ease)allCameraEvents[currentZoomIndex]["ease"];
}
}
public void ToggleZoomOut()
{
keepZoomOut = true;
}
public static void PreStepping(double beat, float length, bool startTap)
{
if (GameManager.instance.currentGame == "tapTroupe")
{
TapTroupe.instance.Stepping(beat, length, startTap);
}
else
{
queuedSteps.Add(new QueuedSteps { beat = beat, length = length, startTap = startTap });
}
}
public void Stepping(double beat, float length, bool startTap)
{
for (int i = 0; i < length; i++)
{
TapTroupe.instance.ScheduleInput(beat - 1, 1 + i, InputAction_BasicPress, TapTroupe.instance.JustStep, TapTroupe.instance.MissStep, TapTroupe.instance.Nothing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
TapTroupe.instance.NPCStep();
SoundByte.PlayOneShotGame("tapTroupe/other1", -1, 1, 0.75f);
})
});
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate
{
if (tapping) return;
TapTroupe.instance.NPCStep(false, false);
TapTroupe.instance.playerTapper.Step(false, false);
TapTroupe.instance.playerCorner.Bop();
}),
new BeatAction.Action(beat, delegate { if (startTap) SoundByte.PlayOneShotGame("tapTroupe/startTap"); stepping = true; }),
new BeatAction.Action(beat + length + 1, delegate { stepping = false; }),
});
}
public static void PreTapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine, bool noReady)
{
if (!noReady)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("tapTroupe/tapReady1", beat - 2f),
new MultiSound.Sound("tapTroupe/tapReady2", beat - 1f),
}, forcePlay: true);
}
if (GameManager.instance.currentGame == "tapTroupe")
{
TapTroupe.instance.Tapping(beat, length, okay, okayType, animType, popperBeats, randomVoiceLine);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1.1f, delegate { prepareTap = true; }),
new BeatAction.Action(beat, delegate { prepareTap = false; })
});
}
else
{
queuedTaps.Add(new QueuedTaps { beat = beat, length = length, okay = okay, okayType = okayType, animType = animType, popperBeats = popperBeats, randomVoiceLine = randomVoiceLine });
}
}
public void Tapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine)
{
float actualLength = length - 0.5f;
actualLength -= actualLength % 0.75f;
bool secondBam = false;
double finalBeatToSpawn = 0f;
if (actualLength < 2.25f) actualLength = 2.25f;
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>
{
new MultiSound.Sound("tapTroupe/tapAnd", beat)
};
for (float i = 0; i < actualLength; i += 0.75f)
{
string soundToPlay = "bamvoice1";
string otherSoundToPlay = "other3";
double beatToSpawn = beat + i + 0.5f;
if (i + 0.75f >= actualLength)
{
soundToPlay = "startTap";
otherSoundToPlay = "other2";
beatToSpawn = Math.Ceiling(beat + i);
finalBeatToSpawn = beatToSpawn;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.LastTap; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.LastTap, true, false);}),
new BeatAction.Action(beatToSpawn + 0.1f, delegate { tapping = false; })
});
}
else if (i + 1.5f >= actualLength)
{
soundToPlay = "tapvoice2";
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap, true, false); })
});
}
else if (i + 2.25f >= actualLength)
{
soundToPlay = "tapvoice1";
if (actualLength == 2.25f)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap, true, false); })
});
}
}
else
{
if (secondBam) soundToPlay = "bamvoice2";
if (i + 3f >= actualLength)
{
if (actualLength == 3f)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.BamTapReady; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.BamTapReady); })
});
}
}
else if (i == 0)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.BamReady; shouldSwitchStep = false; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.BamReady, true, false); })
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Bam; shouldSwitchStep = true; }),
new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Bam); }),
new BeatAction.Action(beatToSpawn + 0.1f, delegate { if (playerTapper.transform.localScale.x != npcTappers[0].transform.localScale.x) playerTapper.dontSwitchNextStep = true; })
});
}
}
soundsToPlay.Add(new MultiSound.Sound($"tapTroupe/{soundToPlay}", beatToSpawn));
soundsToPlay.Add(new MultiSound.Sound($"tapTroupe/{otherSoundToPlay}", beatToSpawn));
shouldDoSecondBam = secondBam;
secondBam = !secondBam;
ScheduleInput(beatToSpawn - 1, 1f, InputAction_BasicPress, JustTap, MissTap, Nothing);
}
int actualOkayType = okayType;
if (actualOkayType == (int)OkayType.Random) actualOkayType = UnityEngine.Random.Range(0, 3);
int randomO = UnityEngine.Random.Range(0, 3);
string okayVoiceLine = "A";
string okayOneVoiceLine = "A";
switch (actualOkayType)
{
case (int)OkayType.OkayA:
okayVoiceLine = "A";
break;
case (int)OkayType.OkayB:
okayVoiceLine = "B";
break;
case (int)OkayType.OkayC:
okayVoiceLine = "C";
break;
default:
okayVoiceLine = "A";
break;
}
switch (randomO)
{
case (int)OkayType.OkayA:
okayOneVoiceLine = "A";
break;
case (int)OkayType.OkayB:
okayOneVoiceLine = "B";
break;
case (int)OkayType.OkayC:
okayOneVoiceLine = "C";
break;
default:
okayOneVoiceLine = "A";
break;
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1f, delegate
{
if (!stepping)
{
NPCStep(false);
playerTapper.Step(false);
playerCorner.Bop();
}
}),
new BeatAction.Action(beat, delegate { tapping = true; missedTaps = false; }),
new BeatAction.Action(finalBeatToSpawn, delegate
{
if (missedTaps || animType != (int)OkayAnimType.Popper) return;
npcCorners[0].PartyPopper(finalBeatToSpawn + popperBeats);
}),
new BeatAction.Action(finalBeatToSpawn + 0.5f, delegate
{
if (missedTaps || !okay) return;
playerCorner.Okay();
foreach (var corner in npcCorners)
{
corner.Okay();
}
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound($"tapTroupe/okay{okayOneVoiceLine}1", finalBeatToSpawn + 0.5f),
new MultiSound.Sound($"tapTroupe/okay{okayVoiceLine}2", finalBeatToSpawn + 1f, 1f, 0.75f),
}, forcePlay: true);
}),
new BeatAction.Action(finalBeatToSpawn + 1f, delegate
{
if (!missedTaps && okay && randomVoiceLine && UnityEngine.Random.Range(1, 50) == 1)
{
SoundByte.PlayOneShotGame("tapTroupe/woo");
}
else if (!missedTaps && okay && randomVoiceLine && UnityEngine.Random.Range(1, 50) == 1)
{
SoundByte.PlayOneShotGame("tapTroupe/laughter", -1, 1, 0.4f);
}
if (missedTaps || animType != (int)OkayAnimType.OkSign) return;
playerCorner.OkaySign();
foreach (var corner in npcCorners)
{
corner.OkaySign();
}
})
});
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
}
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
{
goBop = autoBop;
if (shouldBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
BopSingle();
})
});
}
}
}
public void BopSingle()
{
playerTapper.Bop();
playerCorner.Bop();
foreach (var tapper in npcTappers)
{
tapper.Bop();
}
foreach (var corner in npcCorners)
{
corner.Bop();
}
}
public void ToggleMissFace(bool isOn)
{
useTutorialMissFace = isOn;
}
public void Spotlights(bool isOn, bool player, bool middleLeft, bool middleRight, bool leftMost)
{
if (isOn)
{
darkness.SetActive(true);
spotlightPlayer.SetActive(player);
spotlightMiddleLeft.SetActive(middleLeft);
spotlightMiddleRight.SetActive(middleRight);
spotlightLeftMost.SetActive(leftMost);
}
else
{
darkness.SetActive(false);
spotlightPlayer.SetActive(false);
spotlightMiddleLeft.SetActive(false);
spotlightMiddleRight.SetActive(false);
spotlightLeftMost.SetActive(false);
}
}
public void NPCStep(bool hit = true, bool switchFeet = true)
{
foreach (var tapper in npcTappers)
{
tapper.Step(hit, switchFeet);
}
foreach (var corner in npcCorners)
{
corner.Bop();
}
}
public void NPCTap(TapTroupeTapper.TapAnim animType, bool hit = true, bool switchFeet = true)
{
foreach (var tapper in npcTappers)
{
tapper.Tap(animType, hit, switchFeet);
}
foreach (var corner in npcCorners)
{
corner.Bop();
}
}
void JustStep(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
canSpit = true;
playerTapper.Step(false);
playerCorner.Bop();
SoundByte.PlayOneShotGame("tapTroupe/tink");
if (stepSound == 1)
{
stepSound = 2;
}
else
{
stepSound = 1;
}
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Sad);
}
}
return;
}
SuccessStep(caller);
}
void SuccessStep(PlayerActionEvent caller)
{
canSpit = true;
playerTapper.Step();
playerCorner.Bop();
SoundByte.PlayOneShotGame($"tapTroupe/step{stepSound}");
if (stepSound == 1)
{
stepSound = 2;
}
else
{
stepSound = 1;
}
foreach (var corner in npcCorners)
{
corner.ResetFace();
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 0.1f, delegate { if (playerTapper.transform.localScale.x != npcTappers[0].transform.localScale.x) playerTapper.dontSwitchNextStep = true; })
});
}
void MissStep(PlayerActionEvent caller)
{
if (canSpit && !useTutorialMissFace) SoundByte.PlayOneShotGame("tapTroupe/spit", -1, 1, 0.5f);
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Spit);
}
}
canSpit = false;
}
void JustTap(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
missedTaps = true;
canSpit = true;
playerTapper.Tap(currentTapAnim, false, shouldSwitchStep);
playerCorner.Bop();
switch (currentTapAnim)
{
case TapTroupeTapper.TapAnim.LastTap:
SoundByte.PlayOneShotGame("tapTroupe/tap3");
break;
default:
SoundByte.PlayOneShotGame("tapTroupe/tink");
break;
}
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Sad);
}
}
return;
}
SuccessTap();
}
void SuccessTap()
{
canSpit = true;
playerTapper.Tap(currentTapAnim, true, shouldSwitchStep);
playerCorner.Bop();
switch (currentTapAnim)
{
case TapTroupeTapper.TapAnim.LastTap:
SoundByte.PlayOneShotGame("tapTroupe/tap3");
break;
default:
SoundByte.PlayOneShotGame("tapTroupe/player3");
break;
}
foreach (var corner in npcCorners)
{
corner.ResetFace();
}
}
void MissTap(PlayerActionEvent caller)
{
missedTaps = true;
if (canSpit && !useTutorialMissFace) SoundByte.PlayOneShotGame("tapTroupe/spit", -1, 1, 0.5f);
foreach (var corner in npcCorners)
{
if (useTutorialMissFace)
{
corner.SetMissFace(TapTroupeCorner.MissFace.LOL);
}
else
{
corner.SetMissFace(TapTroupeCorner.MissFace.Spit);
}
}
canSpit = false;
}
void Nothing(PlayerActionEvent caller) { }
}
}