3002e48350
* 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
280 lines
10 KiB
C#
280 lines
10 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using DG.Tweening;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrSamuraiLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("whoBops", SamuraiSliceNtr.WhoBops.Both, "Who Bops?", "Who will bop?"),
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new Param("whoBopsAuto", SamuraiSliceNtr.WhoBops.None, "Who Bops? (Auto)", "Who will automatically begin bopping?")
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}
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},
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new GameAction("melon", "Melon")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Melon, (int) eventCaller.currentEntity["valA"], eventCaller.currentEntity["2b2t"]);
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},
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defaultLength = 5,
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parameters = new List<Param>()
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{
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new Param("2b2t", false, "Melon2B2T", "Should the melon be reskinned as the 2B2T melon?"),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
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}
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},
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new GameAction("fish", "Fish")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Fish, (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the fish spills out when sliced"),
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}
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},
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new GameAction("demon", "Demon")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, (int)SamuraiSliceNtr.ObjectType.Demon, (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the demon spills out when sliced"),
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}
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},
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//backwards compatibility
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new GameAction("spawn object", "Toss Object")
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{
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function = delegate
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{
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SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"], (int) eventCaller.currentEntity["valA"]);
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},
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defaultLength = 8,
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parameters = new List<Param>()
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{
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new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
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},
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hidden = true
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},
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},
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new List<string>() {"ntr", "normal"},
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"ntrsamurai", "en",
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new List<string>() {"en"}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_NtrSamurai;
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public class SamuraiSliceNtr : Minigame
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{
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public enum ObjectType {
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Melon,
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Fish,
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Demon,
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Melon2B2T,
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}
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public enum WhoBops
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{
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Samurai = 0,
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Children = 1,
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Both = 2,
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None = 3
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}
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private bool goBopSamurai = true;
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private bool goBopChild = true;
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[Header("References")]
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public NtrSamurai player;
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public GameObject launcher;
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public GameObject objectPrefab;
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public GameObject childParent;
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public Transform objectHolder;
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public BezierCurve3D InCurve;
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public BezierCurve3D LaunchCurve;
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public BezierCurve3D LaunchHighCurve;
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public BezierCurve3D NgLaunchCurve;
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public BezierCurve3D DebrisLeftCurve;
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public BezierCurve3D DebrisRightCurve;
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public BezierCurve3D NgDebrisCurve;
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//game scene
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public static SamuraiSliceNtr instance;
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public GameEvent bop = new GameEvent();
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const int IAAltDownCat = IAMAXCAT;
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const int IAAltUpCat = IAMAXCAT + 1;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
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}
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protected static bool IA_PadAltRelease(out double dt)
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{
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return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltRelease(out double dt)
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{
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return PlayerInput.GetSqueezeUp(out dt);
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}
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public static PlayerInput.InputAction InputAction_AltDown =
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new("NtrSamuraiAltDown", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_AltUp =
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new("NtrSamuraiAltUp", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
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IA_PadAltRelease, IA_TouchBasicRelease, IA_BatonAltRelease);
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private void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (goBopSamurai) player.Bop();
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if (goBopChild) childParent.GetComponent<NtrSamuraiChild>().Bop();
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}
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if (PlayerInput.GetIsAction(InputAction_AltDown))
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DoStep();
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if (PlayerInput.GetIsAction(InputAction_AltUp) && player.isStepping())
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DoUnStep();
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if (PlayerInput.GetIsAction(InputAction_FlickPress))
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DoSlice();
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}
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public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
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{
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goBopSamurai = whoBopsAuto == (int)WhoBops.Samurai || whoBopsAuto == (int)WhoBops.Both;
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goBopChild = whoBopsAuto == (int)WhoBops.Children || whoBopsAuto == (int)WhoBops.Both;
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate { BopSingle(whoBops); })
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});
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}
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}
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void BopSingle(int whoBops)
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{
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switch (whoBops)
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{
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case (int)WhoBops.Samurai:
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player.Bop();
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break;
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case (int)WhoBops.Children:
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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break;
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case (int)WhoBops.Both:
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player.Bop();
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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break;
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default:
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break;
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}
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}
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public void DoStep()
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{
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
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player.Step(false);
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launcher.GetComponent<Animator>().Play("Launch", -1, 0);
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}
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public void DoUnStep()
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{
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player.Step(true);
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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public void DoSlice()
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{
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if (player.isStepping())
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{
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
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player.Slash();
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}
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public void Bop(double beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void ObjectIn(double beat, int type = (int) ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
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{
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var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
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mobjDat.startBeat = beat;
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mobjDat.type = funnyMinecraft ? (int)ObjectType.Melon2B2T : type;
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mobjDat.holdingCash = value;
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mobj.SetActive(true);
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
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}
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public NtrSamuraiChild CreateChild(double beat)
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{
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var mobj = GameObject.Instantiate(childParent, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
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mobjDat.startBeat = beat;
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mobjDat.isMain = false;
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mobjDat.Bop();
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mobj.SetActive(true);
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mobj.GetComponent<SortingGroup>().sortingOrder = 7;
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return mobjDat;
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}
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}
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}
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