The Dazzles (#325)
* i Am trying * changes * i moved boxes by like 3 pixels * particle * done w the pose particle * edited the particle a bit oops * The dazzles is now initiliazed * Lol added a script to the girl prefab * girl * Girl in scene activated * Added animator to girl * should be good now * almost all the animations * night walk stars * oops * scddfxcdx * Got Started on the inputs * Started on custom poses * box stuff * anim changes * Custom poses! * oops * grr * Box moment * Stretchables crouch + star enable/disable dropdown * fixed box animation * anim fix again * Bopping added * Fixes to bops and other weird stuff * mis s stuff * oops * Sound improvements * blackflash is funky * The heads are in... kinda * Angy >:( * small fix * fixed heads * fixed mouth * Whiff inputs should be more accurate now * Fixed every possible Issue I could find * Fixed the lighting, only missing an icon now * Force hold event added + sound fixes * made them autobop by default * anims fixes lol * Fixed some inputs being inaccurate * temp icon * oops * some tweaks and We are done! * Count in is more accurate * fixed the sounds yet again * new icon * oops --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
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1853
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1853
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2573
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2573
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4538
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2107
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1348
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1348
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1015
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1015
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using System.Collections;
|
||||
using System.Linq;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class NtrDazzlesLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("theDazzles", "The Dazzles", "E7A59C", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("crouch", "Crouch")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Should the count-In be from megamix, DS or random?")
|
||||
}
|
||||
},
|
||||
new GameAction("crouchStretch", "Crouch (Stretchable)")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
|
||||
defaultLength = 3f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Should the count-In be from megamix, DS or random?")
|
||||
}
|
||||
},
|
||||
new GameAction("poseThree", "Pose Horizontal")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"]); },
|
||||
defaultLength = 3f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
|
||||
}
|
||||
},
|
||||
new GameAction("poseTwo", "Pose Vertical")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Stars", "Should stars appear when successfully posing?")
|
||||
}
|
||||
},
|
||||
new GameAction("poseSixDiagonal", "Pose Diagonal")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"]); },
|
||||
defaultLength = 4.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
|
||||
}
|
||||
},
|
||||
new GameAction("poseSixColumns", "Pose Rows")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"]); },
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
|
||||
}
|
||||
},
|
||||
new GameAction("poseSix", "Pose Six")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"]); },
|
||||
defaultLength = 4.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Stars", "Should stars appear when successfully posing?")
|
||||
}
|
||||
},
|
||||
new GameAction("customPose", "Custom Pose")
|
||||
{
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"]); },
|
||||
defaultLength = 3f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("upLeft", new EntityTypes.Float(0, 30f, 0f), "Up Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
|
||||
new Param("upMiddle", new EntityTypes.Float(0, 30f, 1f), "Up Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
|
||||
new Param("upRight", new EntityTypes.Float(0, 30f, 2f), "Up Right Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
|
||||
new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
|
||||
new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
|
||||
new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "How many beats after the event has started should the player pose?"),
|
||||
new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
|
||||
}
|
||||
},
|
||||
new GameAction("forceHold", "Force Hold")
|
||||
{
|
||||
function = delegate { TheDazzles.instance.ForceHold(); },
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { TheDazzles.instance.shouldBop = eventCaller.currentEntity["toggle"]; },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Should bop?", "Should the dazzles bop?")
|
||||
}
|
||||
},
|
||||
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_TheDazzles;
|
||||
public class TheDazzles : Minigame
|
||||
{
|
||||
public struct PosesToPerform : IComparable<PosesToPerform>
|
||||
{
|
||||
public int CompareTo(PosesToPerform other)
|
||||
{
|
||||
if (other == null) return 1;
|
||||
|
||||
return beat.CompareTo(other.beat);
|
||||
}
|
||||
|
||||
public static bool operator > (PosesToPerform operand1, PosesToPerform operand2)
|
||||
{
|
||||
return operand1.CompareTo(operand2) > 0;
|
||||
}
|
||||
|
||||
public static bool operator <(PosesToPerform operand1, PosesToPerform operand2)
|
||||
{
|
||||
return operand1.CompareTo(operand2) < 0;
|
||||
}
|
||||
|
||||
public static bool operator >=(PosesToPerform operand1, PosesToPerform operand2)
|
||||
{
|
||||
return operand1.CompareTo(operand2) >= 0;
|
||||
}
|
||||
|
||||
public static bool operator <=(PosesToPerform operand1, PosesToPerform operand2)
|
||||
{
|
||||
return operand1.CompareTo(operand2) <= 0;
|
||||
}
|
||||
|
||||
public static bool operator ==(PosesToPerform operand1, PosesToPerform operand2)
|
||||
{
|
||||
return operand1.CompareTo(operand2) == 0;
|
||||
}
|
||||
|
||||
public static bool operator !=(PosesToPerform operand1, PosesToPerform operand2)
|
||||
{
|
||||
return operand1.CompareTo(operand2) != 0;
|
||||
}
|
||||
public int girlIndex;
|
||||
public float beat;
|
||||
}
|
||||
public struct QueuedPose
|
||||
{
|
||||
public float beat;
|
||||
public float length;
|
||||
public float upLeftBeat;
|
||||
public float upMiddleBeat;
|
||||
public float upRightBeat;
|
||||
public float downLeftBeat;
|
||||
public float downMiddleBeat;
|
||||
public float playerBeat;
|
||||
public bool stars;
|
||||
}
|
||||
public struct QueuedCrouch
|
||||
{
|
||||
public float beat;
|
||||
public float length;
|
||||
public int countInType;
|
||||
}
|
||||
public enum CountInType
|
||||
{
|
||||
DS = 0,
|
||||
Megamix = 1,
|
||||
Random = 2,
|
||||
}
|
||||
public static TheDazzles instance;
|
||||
|
||||
[Header("Variables")]
|
||||
bool canBop = true;
|
||||
bool doingPoses = false;
|
||||
bool shouldHold = false;
|
||||
float crouchEndBeat;
|
||||
public bool shouldBop = true;
|
||||
public GameEvent bop = new GameEvent();
|
||||
static List<QueuedPose> queuedPoses = new List<QueuedPose>();
|
||||
static List<QueuedCrouch> queuedCrouches = new List<QueuedCrouch>();
|
||||
[Header("Components")]
|
||||
[SerializeField] List<TheDazzlesGirl> npcGirls = new List<TheDazzlesGirl>();
|
||||
[SerializeField] TheDazzlesGirl player;
|
||||
[SerializeField] ParticleSystem poseEffect;
|
||||
[SerializeField] ParticleSystem starsEffect;
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (queuedPoses.Count > 0) queuedPoses.Clear();
|
||||
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (shouldBop)
|
||||
{
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.Bop();
|
||||
}
|
||||
player.Bop();
|
||||
}
|
||||
}
|
||||
if (queuedPoses.Count > 0)
|
||||
{
|
||||
foreach (var pose in queuedPoses)
|
||||
{
|
||||
Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars);
|
||||
}
|
||||
queuedPoses.Clear();
|
||||
}
|
||||
if (queuedCrouches.Count > 0)
|
||||
{
|
||||
foreach (var crouch in queuedCrouches)
|
||||
{
|
||||
CrouchStretchable(crouch.beat, crouch.length, crouch.countInType);
|
||||
}
|
||||
queuedCrouches.Clear();
|
||||
}
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
player.Prepare(false);
|
||||
Jukebox.PlayOneShotGame("theDazzles/miss");
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
|
||||
}
|
||||
}
|
||||
if (PlayerInput.PressedUp() && !IsExpectingInputNow(InputType.STANDARD_UP))
|
||||
{
|
||||
if (doingPoses)
|
||||
{
|
||||
player.Pose(false);
|
||||
Jukebox.PlayOneShotGame("theDazzles/miss");
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.Ouch();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player.UnPrepare();
|
||||
}
|
||||
shouldHold = false;
|
||||
}
|
||||
else if (!PlayerInput.Pressing() && !IsExpectingInputNow(InputType.STANDARD_UP) && shouldHold && !GameManager.instance.autoplay)
|
||||
{
|
||||
if (doingPoses)
|
||||
{
|
||||
player.Pose(false);
|
||||
Jukebox.PlayOneShotGame("theDazzles/miss");
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.Ouch();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player.UnPrepare();
|
||||
}
|
||||
shouldHold = false;
|
||||
}
|
||||
}
|
||||
else if (!cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
if (queuedPoses.Count > 0) queuedPoses.Clear();
|
||||
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void ForceHold()
|
||||
{
|
||||
shouldHold = true;
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.Prepare();
|
||||
}
|
||||
player.Prepare();
|
||||
}
|
||||
|
||||
public static void PreCrouch(float beat, float length, int countInType)
|
||||
{
|
||||
float actualLength = length / 3;
|
||||
int realCountInType = countInType;
|
||||
if (countInType == (int)CountInType.Random) realCountInType = UnityEngine.Random.Range(0, 2);
|
||||
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
|
||||
switch (realCountInType)
|
||||
{
|
||||
case (int)CountInType.DS:
|
||||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("theDazzles/holdDS3", beat, 1, 0.75f, false, 0.212f),
|
||||
new MultiSound.Sound("theDazzles/holdDS2", beat + 1f * actualLength, 1, 0.75f, false, 0.242f),
|
||||
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
|
||||
});
|
||||
break;
|
||||
case (int)CountInType.Megamix:
|
||||
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
||||
{
|
||||
new MultiSound.Sound("theDazzles/hold3", beat, 1, 1, false, 0.267f),
|
||||
new MultiSound.Sound("theDazzles/hold2", beat + 1f * actualLength, 1, 1, false, 0.266f),
|
||||
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
|
||||
});
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
|
||||
if (GameManager.instance.currentGame == "theDazzles")
|
||||
{
|
||||
instance.CrouchStretchable(beat, length, countInType);
|
||||
}
|
||||
else
|
||||
{
|
||||
queuedCrouches.Add(new QueuedCrouch { beat = beat, length = length, countInType = countInType });
|
||||
}
|
||||
}
|
||||
|
||||
public void CrouchStretchable(float beat, float length, int countInType)
|
||||
{
|
||||
float actualLength = length / 3;
|
||||
crouchEndBeat = beat + length;
|
||||
ScheduleInput(beat, 2f * actualLength, InputType.STANDARD_DOWN, JustCrouch, Nothing, Nothing);
|
||||
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
npcGirls[1].canBop = false;
|
||||
npcGirls[4].canBop = false;
|
||||
npcGirls[1].Prepare();
|
||||
npcGirls[4].Prepare();
|
||||
}),
|
||||
new BeatAction.Action(beat + 1f * actualLength, delegate
|
||||
{
|
||||
npcGirls[0].canBop = false;
|
||||
npcGirls[3].canBop = false;
|
||||
npcGirls[0].Prepare();
|
||||
npcGirls[3].Prepare();
|
||||
}),
|
||||
new BeatAction.Action(beat + 2f * actualLength, delegate
|
||||
{
|
||||
npcGirls[2].canBop = false;
|
||||
npcGirls[2].Prepare();
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
public static void PrePose(float beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "theDazzles")
|
||||
{
|
||||
instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars);
|
||||
}
|
||||
else
|
||||
{
|
||||
queuedPoses.Add(new QueuedPose { beat = beat, upLeftBeat = upLeftBeat, stars = stars, length = length,
|
||||
downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat});
|
||||
}
|
||||
}
|
||||
|
||||
public void Pose(float beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars)
|
||||
{
|
||||
if (stars)
|
||||
{
|
||||
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPoseStars, MissPose, Nothing);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPose, MissPose, Nothing);
|
||||
}
|
||||
float crouchBeat = beat - 1f;
|
||||
if (crouchBeat < crouchEndBeat)
|
||||
{
|
||||
crouchBeat = crouchEndBeat - 1f;
|
||||
}
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("theDazzles/crouch", crouchBeat),
|
||||
}, forcePlay: true);
|
||||
List<float> soundBeats = new List<float>()
|
||||
{
|
||||
upLeftBeat,
|
||||
upMiddleBeat,
|
||||
upRightBeat,
|
||||
downLeftBeat,
|
||||
downMiddleBeat,
|
||||
};
|
||||
List<float> soundsToRemove = new List<float>();
|
||||
foreach (var sound in soundBeats)
|
||||
{
|
||||
if (sound == playerBeat) soundsToRemove.Add(sound);
|
||||
}
|
||||
if (soundsToRemove.Count > 0)
|
||||
{
|
||||
foreach (var sound in soundsToRemove)
|
||||
{
|
||||
soundBeats.Remove(sound);
|
||||
}
|
||||
}
|
||||
soundBeats = soundBeats.Distinct().ToList();
|
||||
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
|
||||
foreach (var sound in soundBeats)
|
||||
{
|
||||
soundsToPlay.Add(new MultiSound.Sound("theDazzles/pose", beat + sound));
|
||||
}
|
||||
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
|
||||
List<PosesToPerform> posesToPerform = new List<PosesToPerform>()
|
||||
{
|
||||
new PosesToPerform { beat = upLeftBeat, girlIndex = 4},
|
||||
new PosesToPerform { beat = upMiddleBeat, girlIndex = 3},
|
||||
new PosesToPerform { beat = upRightBeat, girlIndex = 2},
|
||||
new PosesToPerform { beat = downLeftBeat, girlIndex = 1},
|
||||
new PosesToPerform { beat = downMiddleBeat, girlIndex = 0},
|
||||
};
|
||||
posesToPerform.Sort();
|
||||
foreach(var pose in posesToPerform)
|
||||
{
|
||||
npcGirls[pose.girlIndex].StartReleaseBox(beat + pose.beat);
|
||||
}
|
||||
player.StartReleaseBox(beat + playerBeat);
|
||||
List<BeatAction.Action> posesToDo = new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - 1f, delegate
|
||||
{
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.canBop = false;
|
||||
girl.Hold();
|
||||
}
|
||||
player.canBop = false;
|
||||
player.Hold();
|
||||
}),
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
doingPoses = true;
|
||||
}),
|
||||
|
||||
};
|
||||
for (int i = 0; i < posesToPerform.Count; i++)
|
||||
{
|
||||
int index = posesToPerform[i].girlIndex;
|
||||
posesToDo.Add(new BeatAction.Action(beat + posesToPerform[i].beat, delegate
|
||||
{
|
||||
npcGirls[index].Pose();
|
||||
}));
|
||||
}
|
||||
posesToDo.Add(new BeatAction.Action(beat + playerBeat, delegate
|
||||
{
|
||||
doingPoses = false;
|
||||
}));
|
||||
posesToDo.Add(new BeatAction.Action(beat + length, delegate
|
||||
{
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.EndPose();
|
||||
}
|
||||
player.EndPose();
|
||||
}));
|
||||
posesToDo.Add(new BeatAction.Action(beat + length + 0.1f, delegate
|
||||
{
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.canBop = true;
|
||||
}
|
||||
player.canBop = true;
|
||||
}));
|
||||
BeatAction.New(instance.gameObject, posesToDo);
|
||||
}
|
||||
|
||||
void JustCrouch(PlayerActionEvent caller, float state)
|
||||
{
|
||||
player.canBop = false;
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Prepare();
|
||||
return;
|
||||
}
|
||||
SuccessCrouch();
|
||||
}
|
||||
|
||||
void SuccessCrouch()
|
||||
{
|
||||
player.Prepare();
|
||||
}
|
||||
|
||||
void JustPose(PlayerActionEvent caller, float state)
|
||||
{
|
||||
shouldHold = false;
|
||||
Jukebox.PlayOneShotGame("theDazzles/pose");
|
||||
Jukebox.PlayOneShotGame("theDazzles/posePlayer");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Pose();
|
||||
return;
|
||||
}
|
||||
SuccessPose(false);
|
||||
}
|
||||
|
||||
void JustPoseStars(PlayerActionEvent caller, float state)
|
||||
{
|
||||
shouldHold = false;
|
||||
Jukebox.PlayOneShotGame("theDazzles/pose");
|
||||
Jukebox.PlayOneShotGame("theDazzles/posePlayer");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Pose();
|
||||
return;
|
||||
}
|
||||
SuccessPose(true);
|
||||
}
|
||||
|
||||
void SuccessPose(bool stars)
|
||||
{
|
||||
player.Pose();
|
||||
Jukebox.PlayOneShotGame("theDazzles/applause");
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.currentEmotion = TheDazzlesGirl.Emotion.Happy;
|
||||
}
|
||||
player.currentEmotion = TheDazzlesGirl.Emotion.Happy;
|
||||
if (stars)
|
||||
{
|
||||
starsEffect.Play();
|
||||
Jukebox.PlayOneShotGame($"theDazzles/stars{UnityEngine.Random.Range(1, 6)}");
|
||||
}
|
||||
else poseEffect.Play();
|
||||
}
|
||||
|
||||
void MissPose(PlayerActionEvent caller)
|
||||
{
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
|
||||
}
|
||||
player.hasOuched = true;
|
||||
}
|
||||
|
||||
void Nothing(PlayerActionEvent caller) { }
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Games/TheDazzles/TheDazzles.cs.meta
Normal file
11
Assets/Scripts/Games/TheDazzles/TheDazzles.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 723019728cb65014b9e6de67c0952be5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
159
Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs
Normal file
159
Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs
Normal file
|
@ -0,0 +1,159 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_TheDazzles
|
||||
{
|
||||
public class TheDazzlesGirl : MonoBehaviour
|
||||
{
|
||||
[SerializeField] List<Sprite> headSpriteEmotions = new List<Sprite>();
|
||||
public enum Emotion
|
||||
{
|
||||
Neutral = 0,
|
||||
Happy = 1,
|
||||
Angry = 2,
|
||||
Ouch = 3
|
||||
}
|
||||
public enum Expression
|
||||
{
|
||||
Neutral = 0,
|
||||
Happy = 1,
|
||||
Angry = 2,
|
||||
Ouch = 3,
|
||||
OpenMouth = 4
|
||||
}
|
||||
public bool canBop = true;
|
||||
bool holding = false;
|
||||
bool preparingPose = false;
|
||||
public bool hasOuched;
|
||||
public Emotion currentEmotion;
|
||||
Animator anim;
|
||||
[SerializeField] Animator lightingAnim;
|
||||
[SerializeField] Animator holdEffectAnim;
|
||||
[SerializeField] SpriteRenderer headSprite;
|
||||
[SerializeField] GameObject blackFlash;
|
||||
[SerializeField] List<SpriteRenderer> bodyParts = new List<SpriteRenderer>();
|
||||
TheDazzles game;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
game = TheDazzles.instance;
|
||||
}
|
||||
|
||||
public void PickHead(Expression expression)
|
||||
{
|
||||
headSprite.sprite = headSpriteEmotions[(int)expression];
|
||||
}
|
||||
|
||||
public void Prepare(bool hit = true)
|
||||
{
|
||||
if (hit)
|
||||
{
|
||||
holdEffectAnim.DoScaledAnimationAsync("HoldBox", 0.25f);
|
||||
blackFlash.SetActive(true);
|
||||
lightingAnim.Play("Dark", 0, 0);
|
||||
}
|
||||
holding = true;
|
||||
hasOuched = false;
|
||||
if (preparingPose)
|
||||
{
|
||||
Hold();
|
||||
return;
|
||||
}
|
||||
anim.Play("Prepare", 0, 0);
|
||||
}
|
||||
|
||||
public void StartReleaseBox(float beat)
|
||||
{
|
||||
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - 1f, delegate {if (holding) holdEffectAnim.DoScaledAnimationAsync("ReleaseBox", 0.25f);})
|
||||
});
|
||||
}
|
||||
|
||||
public void Pose(bool hit = true)
|
||||
{
|
||||
if (hit)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("Pose", 0.5f);
|
||||
lightingAnim.DoScaledAnimationAsync("PoseFlash", 0.5f);
|
||||
hasOuched = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("MissPose", 0.5f);
|
||||
lightingAnim.DoScaledAnimationAsync("MissFlash", 0.5f);
|
||||
currentEmotion = Emotion.Ouch;
|
||||
hasOuched = true;
|
||||
}
|
||||
holdEffectAnim.Play("HoldNothing", 0, 0);
|
||||
holding = false;
|
||||
preparingPose = false;
|
||||
blackFlash.SetActive(false);
|
||||
}
|
||||
|
||||
public void EndPose()
|
||||
{
|
||||
if (holding || hasOuched) return;
|
||||
anim.DoScaledAnimationAsync("EndPose", 0.5f);
|
||||
}
|
||||
|
||||
public void Hold()
|
||||
{
|
||||
preparingPose = true;
|
||||
if (!holding) return;
|
||||
anim.DoScaledAnimationAsync("Hold", 0.5f);
|
||||
}
|
||||
|
||||
public void Ouch()
|
||||
{
|
||||
anim.DoScaledAnimationAsync("Ouch", 0.5f);
|
||||
currentEmotion = Emotion.Ouch;
|
||||
hasOuched = true;
|
||||
}
|
||||
|
||||
public void UnPrepare()
|
||||
{
|
||||
game.ScoreMiss(1f);
|
||||
holdEffectAnim.Play("HoldNothing", 0, 0);
|
||||
canBop = true;
|
||||
if (preparingPose)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("StopHold", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.DoScaledAnimationAsync("EndPrepare", 0.5f);
|
||||
}
|
||||
holding = false;
|
||||
preparingPose = false;
|
||||
hasOuched = true;
|
||||
blackFlash.SetActive(false);
|
||||
lightingAnim.Play("Lit", 0, 0);
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
{
|
||||
if (!canBop || holding) return;
|
||||
switch (currentEmotion)
|
||||
{
|
||||
case Emotion.Neutral:
|
||||
anim.DoScaledAnimationAsync("IdleBop", 0.4f);
|
||||
break;
|
||||
case Emotion.Happy:
|
||||
anim.DoScaledAnimationAsync("HappyBop", 0.4f);
|
||||
break;
|
||||
case Emotion.Angry:
|
||||
PickHead(Expression.Angry);
|
||||
anim.DoScaledAnimationAsync("IdleBop", 0.4f);
|
||||
break;
|
||||
case Emotion.Ouch:
|
||||
anim.DoScaledAnimationAsync("OuchBop", 0.4f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue