e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
246 lines
9.8 KiB
C#
246 lines
9.8 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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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 PcoSomenLoader
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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("rhythmSomen", "Rhythm Sōmen", "7ab96e", 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; RhythmSomen.instance.ToggleBop(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 Boss should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the man should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("crane (far)", "Far Crane")
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{
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function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f,
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},
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new GameAction("crane (close)", "Close Crane")
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{
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function = delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); },
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defaultLength = 3.0f,
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},
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new GameAction("crane (both)", "Both Cranes")
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{
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function = delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f,
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},
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new GameAction("offbeat bell", "Offbeat Warning")
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{
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function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
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},
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new GameAction("slurp", "Slurp")
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{
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function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
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}
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},
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new List<string>() { "pco", "normal" },
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"pcosomen", "en",
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new List<string>() { }
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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_RhythmSomen;
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public class RhythmSomen : Minigame
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{
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[SerializeField] ParticleSystem splashEffect;
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public Animator SomenPlayer;
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public Animator FrontArm;
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[SerializeField] Animator backArm;
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public Animator EffectHit;
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public Animator EffectSweat;
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public Animator EffectExclam;
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public Animator EffectShock;
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public Animator CloseCrane;
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public Animator FarCrane;
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public GameObject Player;
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private bool missed;
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private bool hasSlurped;
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public static RhythmSomen instance;
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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SetupBopRegion("rhythmSomen", "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)) SomenPlayer.DoScaledAnimationAsync("HeadBob", 0.5f);
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}
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void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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SoundByte.PlayOneShotGame("rhythmSomen/somen_mistake");
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FrontArm.DoScaledAnimationAsync("ArmPluck", 0.5f);
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backArm.DoScaledAnimationAsync("BackArmNothing", 0.5f);
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hasSlurped = false;
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EffectSweat.DoScaledAnimationAsync("BlobSweating", 0.5f);
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ScoreMiss();
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}
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}
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public void Slurp(double beat)
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{
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if (!missed)
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{
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backArm.DoScaledAnimationAsync("BackArmLift", 0.5f);
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FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f);
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hasSlurped = true;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1f, delegate
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{
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if (hasSlurped)
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{
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backArm.DoScaledAnimationAsync("BackArmNothing", 0.5f);
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FrontArm.DoScaledAnimationAsync("ArmNothing", 0.5f);
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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 ToggleBop(double beat, float length, bool bopOrNah, bool autoBop)
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{
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if (bopOrNah)
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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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SomenPlayer.DoScaledAnimationAsync("HeadBob", 0.5f);
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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 DoFarCrane(double beat)
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{
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//Far Drop Multisound
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ScheduleInput(beat, 3f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
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new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
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new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
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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, delegate { FarCrane.DoScaledAnimationAsync("Drop", 0.5f);}),
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new BeatAction.Action(beat + 1.0f, delegate { FarCrane.DoScaledAnimationAsync("Open", 0.5f);}),
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new BeatAction.Action(beat + 1.5f, delegate { FarCrane.DoScaledAnimationAsync("Lift", 0.5f);}),
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});
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}
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public void DoCloseCrane(double beat)
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{
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//Close Drop Multisound
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ScheduleInput(beat, 2f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("rhythmSomen/somen_lowerclose", beat),
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new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
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new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
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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, delegate { CloseCrane.DoScaledAnimationAsync("DropClose", 0.5f);}),
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new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.DoScaledAnimationAsync("OpenClose", 0.5f);}),
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new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.DoScaledAnimationAsync("LiftClose", 0.5f);}),
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});
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}
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public void DoBothCrane(double beat)
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{
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//Both Drop Multisound
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ScheduleInput(beat, 2f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
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ScheduleInput(beat, 3f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("rhythmSomen/somen_lowerfar", beat),
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new MultiSound.Sound("rhythmSomen/somen_doublealarm", beat),
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new MultiSound.Sound("rhythmSomen/somen_drop", beat + 1f),
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new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
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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, delegate { CloseCrane.DoScaledAnimationAsync("DropClose", 0.5f);}),
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new BeatAction.Action(beat, delegate { FarCrane.DoScaledAnimationAsync("Drop", 0.5f);}),
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new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.DoScaledAnimationAsync("OpenClose", 0.5f);}),
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new BeatAction.Action(beat + 1.0f, delegate { FarCrane.DoScaledAnimationAsync("Open", 0.5f);}),
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new BeatAction.Action(beat + 1.5f, delegate { CloseCrane.DoScaledAnimationAsync("LiftClose", 0.5f);}),
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new BeatAction.Action(beat + 1.5f, delegate { FarCrane.DoScaledAnimationAsync("Lift", 0.5f);}),
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});
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}
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public void DoBell(double beat)
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{
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//Bell Sound lol
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SoundByte.PlayOneShotGame("rhythmSomen/somen_bell");
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { EffectExclam.DoScaledAnimationAsync("ExclamAppear", 0.5f);}),
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});
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}
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public void CatchSuccess(PlayerActionEvent caller, float state)
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{
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backArm.DoScaledAnimationAsync("BackArmNothing", 0, 0);
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hasSlurped = false;
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splashEffect.Play();
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("rhythmSomen/somen_splash");
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FrontArm.DoScaledAnimationAsync("ArmPluckNG", 0.5f);
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EffectSweat.DoScaledAnimationAsync("BlobSweating", 0.5f);
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missed = true;
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return;
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}
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SoundByte.PlayOneShotGame("rhythmSomen/somen_catch");
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SoundByte.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f);
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FrontArm.DoScaledAnimationAsync("ArmPluckOK", 0.5f);
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EffectHit.DoScaledAnimationAsync("HitAppear", 0.5f);
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missed = false;
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}
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public void CatchMiss(PlayerActionEvent caller)
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{
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missed = true;
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EffectShock.DoScaledAnimationAsync("ShockAppear", 0.5f);
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}
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public void CatchEmpty(PlayerActionEvent caller)
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{
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}
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}
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} |