HeavenStudio/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

265 lines
9.1 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class pcoMeatLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()
{
new GameAction("MeatToss", "Meat Toss")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatToss(e.beat);
},
defaultLength = 2f,
priority = 2,
},
new GameAction("MeatCall", "Meat Call")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.MeatCall(e.beat);
},
defaultLength = 0.5f,
priority = 2,
preFunctionLength = 1f,
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, 4f);
},
},
new GameAction("StartInterval", "Start Interval")
{
defaultLength = 4f,
resizable = true,
priority = 5,
preFunction = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.PreInterval(e.beat, e.length);
},
},
new GameAction("bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.Bop(e.beat, e.length, e["bop"], e["bossBop"]);
},
parameters = new List<Param>()
{
new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
},
resizable = true,
priority = 1,
},
},
new List<string>() { "pco", "normal", "repeat" },
"pcomeat", "en",
new List<string>() { }
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MeatGrinder;
public class MeatGrinder : Minigame
{
static List<double> queuedInputs = new();
static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
struct QueuedInterval
{
public double beat;
public double length;
}
[Header("Objects")]
public GameObject MeatBase;
[Header("Animators")]
public Animator BossAnim;
public Animator TackAnim;
[Header("Variables")]
bool intervalStarted;
double intervalStartBeat;
bool bossBop = true;
public double beatInterval = 4f;
public bool bossAnnoyed = false;
private double lastReportedBeat = 0f;
const string sfxName = "meatGrinder/";
public static MeatGrinder instance;
public enum MeatType
{
Dark,
Light,
}
protected static bool IA_PadAny(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
public static PlayerInput.InputAction InputAction_Press =
new("PcoMeatPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
IA_PadAny, IA_TouchBasicPress, IA_BatonBasicPress);
private void Awake()
{
instance = this;
}
void OnDestroy()
{
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
if (queuedIntervals.Count > 0) queuedIntervals.Clear();
intervalStarted = false;
beatInterval = 4f;
}
foreach (var evt in scheduledInputs) evt.Disable();
}
private void Update()
{
if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press))
{
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false);
SoundByte.PlayOneShotGame(sfxName + "whiff");
bossAnnoyed = false;
}
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
if (queuedIntervals.Count > 0)
{
foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length);
queuedIntervals.Clear();
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)
&& !BossAnim.IsPlayingAnimationName("BossCall")
&& !BossAnim.IsPlayingAnimationName("BossSignal")
&& bossBop)
{
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
}
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
bossBop = autoBop;
if (doesBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate {
if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal")) {
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
}
})
});
}
}
}
public static void PreInterval(double beat, double length)
{
if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return;
MeatGrinder.queuedIntervals.Add(new QueuedInterval()
{
beat = beat,
length = length,
});
SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder")
{
BeatAction.New(MeatGrinder.instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 1, delegate {
MeatGrinder.instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f);
}),
});
}
}
public void StartInterval(double beat, double length)
{
if (MeatGrinder.instance.intervalStarted) return;
intervalStartBeat = beat;
intervalStarted = true;
beatInterval = length;
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length - 0.33f, delegate { PassTurn(beat); }),
});
}
public void MeatToss(double beat)
{
SoundByte.PlayOneShotGame(sfxName + "toss");
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat.startBeat = beat;
Meat.cueLength = 1f;
Meat.cueBased = true;
Meat.meatType = "DarkMeat";
}
public void MeatCall(double beat)
{
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
SoundByte.PlayOneShotGame(sfxName + "signal");
StartInterval(beat, beatInterval);
queuedInputs.Add(beat - intervalStartBeat);
}
public void PassTurn(double beat)
{
intervalStarted = false;
foreach (var input in queuedInputs)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(input + beatInterval , delegate {
MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent<MeatToss>();
Meat.startBeat = beat;
Meat.cueLength = beatInterval + input;
Meat.cueBased = false;
Meat.meatType = "LightMeat";
}),
});
}
queuedInputs.Clear();
}
}
}