HeavenStudio/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs
AstrlJelly 56789add20 ColorEase Class (#735)
* ColorEase stuff

why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type

* port karate man, fix NaN bug

goin to bed now!

* km fix, convert all to colorease, multisounds stuff

fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways

ive got work ahead of me.

* finish up the code, document it

just a few more fixes and we're good

* revert some fork lifter stuff

as nice as it would be i just don't want things to break

* revert some MORE stuff

* revert even more. bleh

* semtiones lol

also a karate man fix
2024-03-04 03:51:43 +00:00

647 lines
26 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbHairLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("rhythmTweezers", "Rhythm Tweezers", "a14fa1", false, false, new List<GameAction>()
{
new GameAction("start interval", "Start Interval")
{
preFunction = delegate { RhythmTweezers.PreInterval(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
}
},
new GameAction("short hair", "Short Hair")
{
defaultLength = 0.5f
},
new GameAction("long hair", "Curly Hair")
{
defaultLength = 0.5f
},
new GameAction("passTurn", "Pass Turn")
{
preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat); },
},
new GameAction("next vegetable", "Swap Vegetable")
{
function = delegate
{
var e = eventCaller.currentEntity;
if (!e["instant"]) RhythmTweezers.instance.NextVegetable(e.beat, e["type"], e["colorA"], e["colorB"]);
else RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "Set the vegetable to switch to."),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "Set the color of the onion."),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "Set the color of the potato."),
new Param("instant", false, "Instant", "Toggle if the vegetable should skip the moving animation and instantly swap.")
},
priority = 3
},
new GameAction("noPeek", "No Peeking Sign")
{
preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PreNoPeeking(e.beat, e.length, e["type"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("type", RhythmTweezers.NoPeekSignType.Full, "Side", "Set the side for the sign to appear on.")
}
},
new GameAction("fade background color", "Background Appearance")
{
function = delegate
{
var e = eventCaller.currentEntity;
RhythmTweezers.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
},
resizable = true,
parameters = new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "Set the color at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("altSmile", "Use Alt Smile")
{
function = delegate
{
RhythmTweezers.instance.VegetableAnimator.SetBool("UseAltSmile", !RhythmTweezers.instance.VegetableAnimator.GetBool("UseAltSmile"));
},
defaultLength = 0.5f
},
//backwards compatibility
new GameAction("change vegetable", "Change Vegetable (Instant)")
{
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
},
hidden = true,
},
},
new List<string>() {"agb", "repeat"},
"agbhair", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Jukebox;
using Scripts_RhythmTweezers;
public class RhythmTweezers : Minigame
{
public enum VegetableType
{
Onion,
Potato
}
public enum NoPeekSignType
{
Full,
HalfRight,
HalfLeft
}
private struct QueuedPeek
{
public double beat;
public float length;
public int type;
}
[Header("References")]
public Transform VegetableHolder;
public SpriteRenderer Vegetable;
public SpriteRenderer VegetableDupe;
public Animator VegetableAnimator;
public SpriteRenderer bg;
public Tweezers Tweezers;
private Tweezers currentTweezers;
public GameObject hairBase;
public GameObject longHairBase;
public GameObject pluckedHairBase;
[SerializeField] NoPeekingSign noPeekingRef;
public GameObject HairsHolder;
public GameObject DroppedHairsHolder;
[Header("Variables")]
private static List<QueuedPeek> queuedPeeks = new List<QueuedPeek>();
[Header("Sprites")]
public Sprite pluckedHairSprite;
public Sprite missedHairSprite;
public Sprite onionSprite;
public Sprite potatoSprite;
bool transitioning = false;
private static Color _defaultOnionColor;
public static Color defaultOnionColor
{
get
{
ColorUtility.TryParseHtmlString("#C89600", out _defaultOnionColor);
return _defaultOnionColor;
}
}
private static Color _defaultPotatoColor;
public static Color defaultPotatoColor
{
get
{
ColorUtility.TryParseHtmlString("#FFDC00", out _defaultPotatoColor);
return _defaultPotatoColor;
}
}
public static Color defaultBgColor = new(0.631f, 0.31f, 0.631f);
public static RhythmTweezers instance { get; set; }
private static CallAndResponseHandler crHandlerInstance;
private List<Hair> spawnedHairs = new List<Hair>();
private List<LongHair> spawnedLongs = new List<LongHair>();
private static List<double> passedTurns = new();
private struct QueuedInterval
{
public double beat;
public float interval;
public bool autoPassTurn;
}
private static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
protected static bool IA_PadAnyDown(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);
}
protected static bool IA_PadAnyUp(out double dt)
{
bool face = PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt)
&& !(PlayerInput.GetPad(InputController.ActionsPad.Up)
|| PlayerInput.GetPad(InputController.ActionsPad.Down)
|| PlayerInput.GetPad(InputController.ActionsPad.Left)
|| PlayerInput.GetPad(InputController.ActionsPad.Right));
bool pad = (PlayerInput.GetPadUp(InputController.ActionsPad.Up)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Down)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Left)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Right))
&& !PlayerInput.GetPad(InputController.ActionsPad.East);
return face || pad;
}
public static PlayerInput.InputAction InputAction_Press =
new("AgbHairPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadAnyDown, IA_TouchBasicPress, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_Release =
new("AgbHairRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadAnyUp, IA_TouchBasicRelease, IA_BatonBasicRelease);
private void Awake()
{
instance = this;
if (crHandlerInstance != null && crHandlerInstance.queuedEvents.Count > 0)
{
foreach (var crEvent in crHandlerInstance.queuedEvents)
{
if (crEvent.tag == "Hair")
{
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
spawnedHairs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
float rot = -58f + 116 * MathUtils.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = crEvent.beat;
}
else if (crEvent.tag == "Long")
{
LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
spawnedLongs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
float rot = -58f + 116 * MathUtils.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = crEvent.beat;
}
}
}
}
public override void OnPlay(double beat)
{
crHandlerInstance = null;
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
queuedIntervals.Clear();
PersistBlocks(beat);
}
private void OnDestroy()
{
if (!Conductor.instance.isPlaying)
{
crHandlerInstance = null;
}
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
private void SpawnHairInactive(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
crHandlerInstance.AddEvent(beat, 0, "Hair");
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
spawnedHairs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
private void SpawnLongHairInactive(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
crHandlerInstance.AddEvent(beat, 0.5f, "Long");
LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
spawnedLongs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
public void SpawnHair(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
// End transition early if the next hair is a lil early.
StopTransitionIfActive();
crHandlerInstance.AddEvent(beat, 0, "Hair");
SoundByte.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
Hair hair = Instantiate(hairBase, transform).GetComponent<Hair>();
spawnedHairs.Add(hair);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
hair.transform.SetParent(HairsHolder.transform, false);
})
});
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
public void SpawnLongHair(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
StopTransitionIfActive();
crHandlerInstance.AddEvent(beat, 0.5f, "Long");
SoundByte.PlayOneShotGame("rhythmTweezers/longAppear", beat);
LongHair hair = Instantiate(longHairBase, transform).GetComponent<LongHair>();
spawnedLongs.Add(hair);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
hair.transform.SetParent(HairsHolder.transform, false);
})
});
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
private void SetIntervalStart(double beat, double gameSwitchBeat, float interval = 4f, bool autoPassTurn = true)
{
StopTransitionIfActive();
CallAndResponseHandler newHandler = new();
crHandlerInstance = newHandler;
crHandlerInstance.StartInterval(beat, interval);
List<RiqEntity> relevantHairEvents = GetAllHairsInBetweenBeat(beat, beat + interval);
foreach (var hairEvent in relevantHairEvents)
{
if (hairEvent.beat >= gameSwitchBeat)
{
if (hairEvent.datamodel == "rhythmTweezers/short hair")
{
SpawnHair(hairEvent.beat);
}
else
{
SpawnLongHair(hairEvent.beat);
}
}
else
{
if (hairEvent.datamodel == "rhythmTweezers/short hair")
{
SpawnHairInactive(hairEvent.beat);
}
else
{
SpawnLongHairInactive(hairEvent.beat);
}
}
}
if (autoPassTurn)
{
PassTurn(beat + interval, interval, newHandler);
}
}
public static void PreInterval(double beat, float interval = 4f, bool autoPassTurn = true)
{
if (GameManager.instance.currentGame == "rhythmTweezers")
{
instance.SetIntervalStart(beat, beat, interval, autoPassTurn);
}
else
{
queuedIntervals.Add(new QueuedInterval()
{
beat = beat,
interval = interval,
autoPassTurn = autoPassTurn
});
}
}
private static List<RiqEntity> GetAllHairsInBetweenBeat(double beat, double endBeat)
{
List<RiqEntity> hairEvents = EventCaller.GetAllInGameManagerList("rhythmTweezers", new string[] { "short hair", "long hair"});
List<RiqEntity> tempEvents = new();
foreach (var entity in hairEvents)
{
if (entity.beat >= beat && entity.beat < endBeat)
{
tempEvents.Add(entity);
}
}
return tempEvents;
}
private void PassTurnStandalone(double beat)
{
if (crHandlerInstance != null) PassTurn(beat, crHandlerInstance.intervalLength, crHandlerInstance);
}
private void PassTurn(double beat, double length, CallAndResponseHandler crHandler)
{
Tweezers spawnedTweezers = Instantiate(Tweezers, transform);
spawnedTweezers.gameObject.SetActive(true);
spawnedTweezers.Init(beat, beat + length);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 0.25, delegate
{
if (crHandler.queuedEvents.Count > 0)
{
currentTweezers = spawnedTweezers;
spawnedTweezers.hairsLeft = crHandler.queuedEvents.Count;
foreach (var crEvent in crHandler.queuedEvents)
{
if (crEvent.tag == "Hair")
{
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat, spawnedTweezers);
}
else if (crEvent.tag == "Long")
{
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat, spawnedTweezers);
}
}
crHandler.queuedEvents.Clear();
}
}),
});
}
public static void PrePassTurn(double beat)
{
if (GameManager.instance.currentGame == "rhythmTweezers")
{
instance.PassTurnStandalone(beat);
}
else
{
passedTurns.Add(beat);
}
}
Tween transitionTween;
const float vegDupeOffset = 16.7f;
public void NextVegetable(double beat, int type, Color onionColor, Color potatoColor)
{
transitioning = true;
SoundByte.PlayOneShotGame("rhythmTweezers/register", beat);
Sprite nextVeggieSprite = type == 0 ? onionSprite : potatoSprite;
Color nextColor = type == 0 ? onionColor : potatoColor;
VegetableDupe.sprite = nextVeggieSprite;
VegetableDupe.color = nextColor;
// Move both vegetables to the left by vegDupeOffset, then reset their positions.
// On position reset, reset state of core vegetable.
transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f / Conductor.instance.musicSource.pitch)
.OnComplete(() => {
var holderPos = VegetableHolder.localPosition;
VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
Vegetable.sprite = nextVeggieSprite;
Vegetable.color = nextColor;
ResetVegetable();
transitioning = false;
}).SetEase(Ease.InOutSine);
}
public void ChangeVegetableImmediate(int type, Color onionColor, Color potatoColor)
{
StopTransitionIfActive();
Sprite newSprite = type == 0 ? onionSprite : potatoSprite;
Color newColor = type == 0 ? onionColor : potatoColor;
Vegetable.sprite = newSprite;
Vegetable.color = newColor;
VegetableDupe.sprite = newSprite;
VegetableDupe.color = newColor;
}
private ColorEase bgColorEase = new(defaultBgColor);
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
{
bgColorEase = new(beat, length, startColor, endColor, ease);
}
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
private void PersistBlocks(double beat)
{
var allEventsBeforeBeat = GameManager.instance.Beatmap.Entities.FindAll(x => x.datamodel.Split('/')[0] == "rhythmTweezers" && x.beat < beat);
var lastColorEvent = allEventsBeforeBeat.FindLast(x => x.datamodel == "rhythmTweezers/fade background color");
if (lastColorEvent != null)
{
var e = lastColorEvent;
BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
}
var allAltFaceEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/altSmile");
VegetableAnimator.SetBool("UseAltSmile", allAltFaceEventsBeforeBeat.Count % 2 == 1);
}
public static void PreNoPeeking(double beat, float length, int type)
{
if (GameManager.instance.currentGame == "rhythmTweezers")
{
instance.NoPeeking(beat, length, type);
}
else
{
queuedPeeks.Add(new QueuedPeek()
{
beat = beat,
length = length,
type = type
});
}
}
public void NoPeeking(double beat, float length, int type)
{
NoPeekingSign spawnedNoPeekingSign = Instantiate(noPeekingRef, transform);
spawnedNoPeekingSign.gameObject.SetActive(true);
spawnedNoPeekingSign.Init(beat, length, type);
}
private void Update()
{
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (passedTurns.Count > 0)
{
foreach (var turn in passedTurns)
{
PassTurnStandalone(turn);
}
passedTurns.Clear();
}
if (queuedPeeks.Count > 0)
{
foreach (var peek in queuedPeeks)
{
NoPeeking(peek.beat, peek.length, peek.type);
}
queuedPeeks.Clear();
}
}
bg.color = bgColorEase.GetColor();
}
public override void OnGameSwitch(double beat)
{
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (queuedIntervals.Count > 0)
{
foreach (var interval in queuedIntervals)
{
SetIntervalStart(interval.beat, beat, interval.interval, interval.autoPassTurn);
}
queuedIntervals.Clear();
}
}
PersistBlocks(beat);
}
private void ResetVegetable()
{
// If the tweezers happen to be holding a hair, drop it immediately so it can be destroyed below.
currentTweezers?.DropHeldHair();
foreach (Transform t in HairsHolder.transform)
{
GameObject.Destroy(t.gameObject);
}
foreach (Transform t in DroppedHairsHolder.transform)
{
GameObject.Destroy(t.gameObject);
}
VegetableAnimator.Play("Idle", 0, 0);
}
private void StopTransitionIfActive()
{
if (transitioning)
{
if (transitionTween != null)
{
transitionTween.Complete(true);
transitionTween.Kill();
}
}
}
}
}