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8
Assets/Scripts/Games/Tunnel.meta
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8
Assets/Scripts/Games/Tunnel.meta
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216
Assets/Scripts/Games/Tunnel/Tunnel.cs
Normal file
216
Assets/Scripts/Games/Tunnel/Tunnel.cs
Normal file
|
@ -0,0 +1,216 @@
|
|||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
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>", "B4E6F6", false, false, new List<GameAction>()
|
||||
{
|
||||
|
||||
|
||||
new GameAction("cowbell", "Cowbell")
|
||||
{
|
||||
function = delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"], eventCaller.currentEntity.length); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"),
|
||||
}
|
||||
|
||||
},
|
||||
new GameAction("countin", "Count In")
|
||||
{
|
||||
function = delegate { Tunnel.instance.CountIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
|
||||
defaultLength = 3f,
|
||||
resizable = true,
|
||||
}
|
||||
|
||||
}
|
||||
//new List<string>() {"ntr", "aim"},
|
||||
//"ntrcoin", "en",
|
||||
//new List<string>() {}
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
|
||||
[Header("References")]
|
||||
public GameObject frontHand;
|
||||
|
||||
|
||||
[Header("Animators")]
|
||||
public Animator cowbellAnimator;
|
||||
public Animator driverAnimator;
|
||||
|
||||
[Header("Curves")]
|
||||
public BezierCurve3D handCurve;
|
||||
|
||||
|
||||
public GameEvent cowbell = new GameEvent();
|
||||
|
||||
|
||||
public int driverState;
|
||||
|
||||
public float handStart;
|
||||
public float handProgress;
|
||||
public bool started;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
driverState = 0;
|
||||
handStart = -1f;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
var cond = Conductor.instance;
|
||||
if (cond.ReportBeat(ref cowbell.lastReportedBeat, cowbell.startBeat % 1))
|
||||
{
|
||||
if (cond.songPositionInBeats >= cowbell.startBeat && cond.songPositionInBeats < cowbell.startBeat + cowbell.length)
|
||||
{
|
||||
ScheduleInput(cond.songPositionInBeats, 1, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
{
|
||||
HitCowbell();
|
||||
//print("unexpected input");
|
||||
driverAnimator.Play("Angry1", -1, 0);
|
||||
}
|
||||
|
||||
|
||||
//update hand position
|
||||
handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
|
||||
|
||||
|
||||
frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
|
||||
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
//nothing
|
||||
}
|
||||
|
||||
|
||||
public void HitCowbell()
|
||||
{
|
||||
Jukebox.PlayOneShot("count-ins/cowbell");
|
||||
|
||||
handStart = Conductor.instance.songPositionInBeats;
|
||||
|
||||
cowbellAnimator.Play("Shake",-1,0);
|
||||
}
|
||||
|
||||
public void StartCowbell(float beat, bool driverStops, float length)
|
||||
{
|
||||
started = true;
|
||||
|
||||
cowbell.length = length;
|
||||
cowbell.startBeat = beat;
|
||||
|
||||
|
||||
//for (int i = 1; i <= length; i++)
|
||||
//{
|
||||
//ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
|
||||
//}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void CowbellSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
HitCowbell();
|
||||
//print(state);
|
||||
if(Math.Abs(state) >= 0.5)
|
||||
{
|
||||
driverAnimator.Play("Disturbed", -1, 0);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
driverAnimator.Play("Idle", -1, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void CowbellMiss(PlayerActionEvent caller)
|
||||
{
|
||||
//HitCowbell();
|
||||
|
||||
driverAnimator.Play("Angry1", -1, 0);
|
||||
}
|
||||
|
||||
public void CowbellEmpty(PlayerActionEvent caller)
|
||||
{
|
||||
//HitCowbell();
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void CountIn(float beat, float length)
|
||||
{
|
||||
|
||||
List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
|
||||
|
||||
|
||||
for (int i = 0; i <= length; i++)
|
||||
{
|
||||
if(i % 2 == 0)
|
||||
{
|
||||
//Jukebox.PlayOneShotGame("tunnel/en/one", beat+i);
|
||||
//print("cueing one at " + (beat + i));
|
||||
cuelist.Add(new MultiSound.Sound("tunnel/en/one", beat + i));
|
||||
}
|
||||
else
|
||||
{
|
||||
//Jukebox.PlayOneShotGame("tunnel/en/two", beat+i);
|
||||
//print("cueing two at " + (beat + i));
|
||||
cuelist.Add(new MultiSound.Sound("tunnel/en/two", beat + i));
|
||||
}
|
||||
|
||||
}
|
||||
MultiSound.Play(cuelist.ToArray());
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/Tunnel/Tunnel.cs.meta
Normal file
11
Assets/Scripts/Games/Tunnel/Tunnel.cs.meta
Normal file
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Loading…
Reference in a new issue