65a243fa68
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
677 lines
27 KiB
C#
677 lines
27 KiB
C#
using System.Collections;
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using System.Linq;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 NtrDazzlesLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("theDazzles", "The Dazzles", "9cfff7", 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; TheDazzles.instance.Bop(e.beat, e.length, e["toggle2"], e["toggle"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle2", true, "Bop", "Toggle if the dazzles should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the dazzles should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("crouch", "Crouch")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.")
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}
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},
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new GameAction("crouchStretch", "Crouch (Stretchable)")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
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defaultLength = 3f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.")
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}
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},
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new GameAction("poseThree", "Pose Horizontal")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"], e["toggle2"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
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new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
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}
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},
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new GameAction("poseTwo", "Pose Vertical")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"], e["toggle2"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."),
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new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
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}
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},
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new GameAction("poseSixDiagonal", "Pose Diagonal")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"], e["toggle2"]); },
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defaultLength = 4.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
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new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
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}
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},
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new GameAction("poseSixColumns", "Pose Rows")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"], e["toggle2"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
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new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
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}
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},
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new GameAction("poseSix", "Pose Six")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"], e["toggle2"]); },
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defaultLength = 4.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."),
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new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
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}
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},
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new GameAction("customPose", "Custom Pose")
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{
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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"], e["toggle2"]); },
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defaultLength = 3f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("upLeft", new EntityTypes.Float(0, 30f, 0f), "Up Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
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new Param("upMiddle", new EntityTypes.Float(0, 30f, 1f), "Up Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
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new Param("upRight", new EntityTypes.Float(0, 30f, 2f), "Up Right Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
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new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
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new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
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new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "Set how many beats after the event has started the player will pose."),
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new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
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new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
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}
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},
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new GameAction("forceHold", "Force Hold")
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{
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function = delegate { TheDazzles.instance.ForceHold(); },
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defaultLength = 0.5f
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},
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},
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new List<string>() {"ntr", "normal"},
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"ntrboxshow", "en",
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new List<string>() {"en"},
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chronologicalSortKey: 14
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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_TheDazzles;
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public class TheDazzles : Minigame
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{
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public struct PosesToPerform : IComparable<PosesToPerform>
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{
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// override object.Equals
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public override bool Equals(object obj)
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{
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//
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// See the full list of guidelines at
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// http://go.microsoft.com/fwlink/?LinkID=85237
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// and also the guidance for operator== at
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// http://go.microsoft.com/fwlink/?LinkId=85238
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//
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if (obj == null || GetType() != obj.GetType())
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{
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return false;
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}
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// TODO: write your implementation of Equals() here
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throw new System.NotImplementedException();
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}
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// override object.GetHashCode
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public override int GetHashCode()
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{
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// TODO: write your implementation of GetHashCode() here
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throw new System.NotImplementedException();
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}
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public int CompareTo(PosesToPerform other)
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{
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if (other == null) return 1;
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return beat.CompareTo(other.beat);
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}
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public static bool operator > (PosesToPerform operand1, PosesToPerform operand2)
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{
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return operand1.CompareTo(operand2) > 0;
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}
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public static bool operator <(PosesToPerform operand1, PosesToPerform operand2)
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{
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return operand1.CompareTo(operand2) < 0;
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}
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public static bool operator >=(PosesToPerform operand1, PosesToPerform operand2)
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{
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return operand1.CompareTo(operand2) >= 0;
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}
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public static bool operator <=(PosesToPerform operand1, PosesToPerform operand2)
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{
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return operand1.CompareTo(operand2) <= 0;
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}
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public static bool operator ==(PosesToPerform operand1, PosesToPerform operand2)
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{
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return operand1.CompareTo(operand2) == 0;
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}
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public static bool operator !=(PosesToPerform operand1, PosesToPerform operand2)
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{
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return operand1.CompareTo(operand2) != 0;
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}
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public int girlIndex;
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public float beat;
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}
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public struct QueuedPose
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{
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public double beat;
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public float length;
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public float upLeftBeat;
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public float upMiddleBeat;
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public float upRightBeat;
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public float downLeftBeat;
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public float downMiddleBeat;
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public float playerBeat;
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public bool stars;
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public bool cheer;
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}
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public struct QueuedCrouch
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{
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public double beat;
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public float length;
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public int countInType;
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}
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public enum CountInType
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{
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DS = 0,
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Megamix = 1,
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Random = 2,
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}
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public static TheDazzles instance;
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[Header("Variables")]
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bool canBop = true;
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bool doingPoses = false;
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bool shouldHold = false;
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double crouchEndBeat;
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static List<QueuedPose> queuedPoses = new List<QueuedPose>();
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static List<QueuedCrouch> queuedCrouches = new List<QueuedCrouch>();
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[Header("Components")]
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[SerializeField] List<TheDazzlesGirl> npcGirls = new List<TheDazzlesGirl>();
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[SerializeField] TheDazzlesGirl player;
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[SerializeField] ParticleSystem poseEffect;
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[SerializeField] ParticleSystem starsEffect;
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public static PlayerInput.InputAction InputAction_TouchRelease =
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new("NtrBoxshowTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicRelease, IA_Empty);
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void OnDestroy()
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{
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if (queuedPoses.Count > 0) queuedPoses.Clear();
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if (queuedCrouches.Count > 0) queuedCrouches.Clear();
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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void Awake()
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{
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instance = this;
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SetupBopRegion("theDazzles", "bop", "toggle");
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}
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public override void OnBeatPulse(double beat)
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{
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if (BeatIsInBopRegion(beat))
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{
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foreach (var girl in npcGirls)
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{
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girl.Bop();
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}
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player.Bop();
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}
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}
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public override void OnPlay(double beat)
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{
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if (queuedPoses.Count > 0) queuedPoses.Clear();
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if (queuedCrouches.Count > 0) queuedCrouches.Clear();
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}
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void Update()
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{
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if (conductor.isPlaying && !conductor.isPaused)
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{
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if (queuedPoses.Count > 0)
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{
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foreach (var pose in queuedPoses)
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{
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Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars, pose.cheer);
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}
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queuedPoses.Clear();
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}
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if (queuedCrouches.Count > 0)
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{
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foreach (var crouch in queuedCrouches)
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{
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CrouchStretchable(crouch.beat, crouch.length, crouch.countInType);
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}
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queuedCrouches.Clear();
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}
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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player.Prepare(false);
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SoundByte.PlayOneShotGame("theDazzles/miss");
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foreach (var girl in npcGirls)
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{
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if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
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}
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}
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if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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if (doingPoses || PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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player.Pose(false, doingPoses);
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SoundByte.PlayOneShotGame("theDazzles/miss");
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if (doingPoses)
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{
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foreach (var girl in npcGirls)
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{
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girl.Ouch();
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}
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}
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}
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else
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{
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player.UnPrepare();
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}
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shouldHold = false;
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}
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if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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if (PlayerInput.GetIsAction(InputAction_TouchRelease) && !gameManager.autoplay)
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{
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player.UnPrepare();
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shouldHold = false;
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}
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}
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else
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{
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if (PlayerInput.GetIsAction(InputAction_BasicRelease) && shouldHold && (!gameManager.autoplay) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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if (doingPoses)
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{
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player.Pose(false);
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SoundByte.PlayOneShotGame("theDazzles/miss");
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foreach (var girl in npcGirls)
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{
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girl.Ouch();
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}
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}
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else
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{
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player.UnPrepare();
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}
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shouldHold = false;
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}
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}
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}
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}
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public void Bop(double beat, float length, bool goBop, bool autoBop)
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{
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if (goBop)
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{
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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
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{
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foreach (var girl in npcGirls)
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{
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girl.Bop();
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}
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player.Bop();
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})
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});
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}
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}
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}
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public void ForceHold()
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{
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shouldHold = true;
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foreach (var girl in npcGirls)
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{
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girl.Prepare();
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}
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player.Prepare();
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}
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public static void PreCrouch(double beat, float length, int countInType)
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{
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float actualLength = length / 3;
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int realCountInType = countInType;
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if (countInType == (int)CountInType.Random) realCountInType = UnityEngine.Random.Range(0, 2);
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List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
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switch (realCountInType)
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{
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case (int)CountInType.DS:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("theDazzles/holdDS3", beat, 1, 0.75f, false, 0.212f),
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new MultiSound.Sound("theDazzles/holdDS2", beat + 1f * actualLength, 1, 0.75f, false, 0.242f),
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new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
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});
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break;
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case (int)CountInType.Megamix:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("theDazzles/hold3", beat, 1, 1, false, 0.267f),
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new MultiSound.Sound("theDazzles/hold2", beat + 1f * actualLength, 1, 1, false, 0.266f),
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new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
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});
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break;
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default:
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break;
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}
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MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
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if (GameManager.instance.currentGame == "theDazzles")
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{
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instance.CrouchStretchable(beat, length, countInType);
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}
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else
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{
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queuedCrouches.Add(new QueuedCrouch { beat = beat, length = length, countInType = countInType });
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}
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}
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public void CrouchStretchable(double beat, float length, int countInType)
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{
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float actualLength = length / 3;
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crouchEndBeat = beat + length;
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ScheduleInput(beat, 2f * actualLength, InputAction_BasicPress, JustCrouch, Nothing, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate
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{
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npcGirls[1].canBop = false;
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npcGirls[4].canBop = false;
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npcGirls[1].Prepare();
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npcGirls[4].Prepare();
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}),
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new BeatAction.Action(beat + 1f * actualLength, delegate
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{
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npcGirls[0].canBop = false;
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npcGirls[3].canBop = false;
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npcGirls[0].Prepare();
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npcGirls[3].Prepare();
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}),
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new BeatAction.Action(beat + 2f * actualLength, delegate
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{
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npcGirls[2].canBop = false;
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npcGirls[2].Prepare();
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}),
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});
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}
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public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
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{
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if (GameManager.instance.currentGame == "theDazzles")
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{
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instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars, cheer);
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}
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else
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{
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queuedPoses.Add(new QueuedPose { beat = beat, upLeftBeat = upLeftBeat, stars = stars, length = length,
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downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat, cheer = cheer});
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}
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}
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public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
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{
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if (stars)
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{
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ScheduleInput(beat, playerBeat, InputAction_FlickRelease, cheer ? JustPoseStars : JustPoseStarsNoCheer, MissPose, Nothing);
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}
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else
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{
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ScheduleInput(beat, playerBeat, InputAction_FlickRelease, cheer ? JustPose : JustPoseNoCheer, MissPose, Nothing);
|
|
}
|
|
double 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, 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;
|
|
SoundByte.PlayOneShotGame("theDazzles/pose");
|
|
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
player.Pose();
|
|
return;
|
|
}
|
|
SuccessPose(false, true);
|
|
}
|
|
|
|
void JustPoseStars(PlayerActionEvent caller, float state)
|
|
{
|
|
shouldHold = false;
|
|
SoundByte.PlayOneShotGame("theDazzles/pose");
|
|
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
player.Pose();
|
|
return;
|
|
}
|
|
SuccessPose(true, true);
|
|
}
|
|
|
|
void JustPoseNoCheer(PlayerActionEvent caller, float state)
|
|
{
|
|
shouldHold = false;
|
|
SoundByte.PlayOneShotGame("theDazzles/pose");
|
|
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
player.Pose();
|
|
return;
|
|
}
|
|
SuccessPose(false, false);
|
|
}
|
|
|
|
void JustPoseStarsNoCheer(PlayerActionEvent caller, float state)
|
|
{
|
|
shouldHold = false;
|
|
SoundByte.PlayOneShotGame("theDazzles/pose");
|
|
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
player.Pose();
|
|
return;
|
|
}
|
|
SuccessPose(true, false);
|
|
}
|
|
|
|
void SuccessPose(bool stars, bool cheer)
|
|
{
|
|
player.Pose();
|
|
if (cheer) SoundByte.PlayOneShotGame("theDazzles/applause");
|
|
foreach (var girl in npcGirls)
|
|
{
|
|
girl.currentEmotion = TheDazzlesGirl.Emotion.Happy;
|
|
}
|
|
player.currentEmotion = TheDazzlesGirl.Emotion.Happy;
|
|
if (stars)
|
|
{
|
|
starsEffect.Play();
|
|
SoundByte.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) { }
|
|
}
|
|
}
|
|
|