56789add20
* 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
794 lines
34 KiB
C#
794 lines
34 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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using HeavenStudio.Common;
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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 AgbSpaceDanceLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("spaceDance", "Space Dance", "0014d6", 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; SpaceDance.instance.EpicBop(e.beat, e.length, e["auto"], e["bop"], e["grampsAuto"], e["gramps"]); },
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parameters = new List<Param>()
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{
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new Param("bop", true, "Dancers Bop", "Toggle if the dancers should bop for the duration of this event."),
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new Param("auto", false, "Dancers Bop (Auto)", "Toggle if the dancers should automatically bop until another Bop event is reached."),
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new Param("gramps", false, "Gramps Bop", "Toggle if Space Gramps should bop for the duration of this event."),
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new Param("grampsAuto", false, "Gramps Bop (Auto)", "Toggle if Space Gramps should automatically bop until another Bop event is reached.")
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},
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resizable = true,
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defaultLength = 4f
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},
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new GameAction("turn right", "Turn Right")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoTurnRight(e.beat, e["gramps"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.TurnRightSfx(e.beat, e["whoSpeaks"]); },
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defaultLength = 2.0f,
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parameters = new List<Param>()
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{
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new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."),
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new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will turn right with the dancers.")
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}
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},
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new GameAction("sit down", "Sit Down")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoSitDown(e.beat, e["gramps"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.SitDownSfx(e.beat, e["whoSpeaks"]); },
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defaultLength = 2.0f,
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parameters = new List<Param>()
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{
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new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."),
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new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will sit down with the dancers.")
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}
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},
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new GameAction("punch", "Punch")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.DoPunch(e.beat, e["gramps"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; SpaceDance.PunchSfx(e.beat, e["whoSpeaks"]); },
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defaultLength = 2.0f,
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parameters = new List<Param>()
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{
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new Param("whoSpeaks", SpaceDance.WhoSpeaks.Dancers, "Speaker", "Choose who will say the voice line."),
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new Param("gramps", false, "Space Gramps Animations", "Toggle if Space Gramps will punch with the dancers.")
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}
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},
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new GameAction("shootingStar", "Shooting Star")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateShootingStar(e.beat, e.length, (EasingFunction.Ease)e["ease"]); },
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defaultLength = 2f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("changeBG", "Change Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("start", SpaceDance.defaultBGColor, "Start Color", "Set the color at the start of the event."),
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new Param("end", SpaceDance.defaultBGColor, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("grampsAnims", "Space Gramps Animations")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.GrampsAnimations(e.beat, e["type"], e["toggle"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Loop", "Toggle if the animation should loop."),
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new Param("type", SpaceDance.GrampsAnimationType.Talk, "Animation", "Set the animation for Space Gramps to perform.")
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}
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},
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new GameAction("scroll", "Scrolling Background")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceDance.instance.UpdateScrollSpeed(e["x"], e["y"]); },
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defaultLength = 1f,
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parameters = new List<Param>() {
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new Param("x", new EntityTypes.Float(-10f, 10f, 0), "Horizontal Speed", "Set how fast the background will scroll horizontally."),
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new Param("y", new EntityTypes.Float(-10f, 10f, 0), "Vertical Speed", "Set how fast the background will scroll vertically."),
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}
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},
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},
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new List<string>() {"agb", "normal"},
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"agbspacedance", "jp",
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new List<string>() {"jp"}
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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_SpaceDance;
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public class SpaceDance : Minigame
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{
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public static Color defaultBGColor = new(0f, 0.161f, 0.839f);
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public enum WhoSpeaks
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{
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Dancers = 0,
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Gramps = 1,
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Both = 2
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}
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public enum GrampsAnimationType
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{
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Stand = 0,
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Talk = 1,
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Sniff = 2
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}
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[SerializeField] SpriteRenderer bg;
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[SerializeField] Animator shootingStarAnim;
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public Animator DancerP;
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public Animator Dancer1;
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public Animator Dancer2;
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public Animator Dancer3;
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public Animator Gramps;
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public Animator Hit;
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public GameObject Player;
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bool canBop = true;
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bool grampsCanBop = true;
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public bool spaceGrampsShouldBop = false;
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float shootingStarLength;
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double shootingStarStartBeat;
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EasingFunction.Ease lastEase;
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bool isShootingStar;
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bool grampsLoopingAnim;
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bool grampsSniffing;
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[SerializeField] CanvasScroll scroll;
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float xScrollMultiplier = 0;
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float yScrollMultiplier = 0;
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[SerializeField] private float xBaseSpeed = 1;
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[SerializeField] private float yBaseSpeed = 1;
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public GameEvent bop = new GameEvent();
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public static SpaceDance instance;
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const int IA_TurnPress = IAMAXCAT;
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const int IA_DownPress = IAMAXCAT + 1;
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const int IA_PunchPress = IAMAXCAT + 2;
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protected static bool IA_PadTurnPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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protected static bool IA_BatonTurnPress(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt)
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&& !instance.IsExpectingInputNow(InputAction_Punch);
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}
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protected static bool IA_TouchTurnPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& !(instance.IsExpectingInputNow(InputAction_Down) || instance.IsExpectingInputNow(InputAction_Punch));
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}
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protected static bool IA_PadDownPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt);
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}
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protected static bool IA_BatonDownPress(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.South, out dt)
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&& !instance.IsExpectingInputNow(InputAction_Punch);
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}
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protected static bool IA_TouchDownPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_Down);
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}
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protected static bool IA_BatonPunchPress(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt)
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&& instance.IsExpectingInputNow(InputAction_Punch);
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}
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protected static bool IA_TouchPunchPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_Punch);
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}
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public static PlayerInput.InputAction InputAction_Turn =
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new("AgbSpaceDanceTurn", new int[] { IA_TurnPress, IA_TurnPress, IA_TurnPress },
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IA_PadTurnPress, IA_TouchTurnPress, IA_BatonTurnPress);
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public static PlayerInput.InputAction InputAction_Down =
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new("AgbSpaceDanceDown", new int[] { IA_DownPress, IA_DownPress, IA_DownPress },
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IA_PadDownPress, IA_TouchDownPress, IA_BatonDownPress);
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public static PlayerInput.InputAction InputAction_Punch =
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new("AgbSpaceDancePunch", new int[] { IA_PunchPress, IA_PunchPress, IA_PunchPress },
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IA_PadBasicPress, IA_TouchPunchPress, IA_BatonPunchPress);
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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("spaceDance", "bop", "auto");
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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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Bop();
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}
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if (spaceGrampsShouldBop)
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{
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GrampsBop();
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}
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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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bg.color = bgColorEase.GetColor();
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if (cond.isPlaying && !cond.isPaused)
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{
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scroll.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
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scroll.NormalizedY -= yBaseSpeed * yScrollMultiplier * Time.deltaTime;
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if (isShootingStar)
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{
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float normalizedBeat = cond.GetPositionFromBeat(shootingStarStartBeat, shootingStarLength);
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if (normalizedBeat >= 0)
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{
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if (normalizedBeat > 1)
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{
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isShootingStar = false;
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}
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else
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float newAnimPos = func(0f, 1f, normalizedBeat);
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shootingStarAnim.DoNormalizedAnimation("ShootingStar", newAnimPos);
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}
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}
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}
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if (!DancerP.IsPlayingAnimationNames("PunchDo", "TurnRightDo", "SitDownDo"))
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{
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if (PlayerInput.GetIsAction(InputAction_Punch) && !IsExpectingInputNow(InputAction_Punch))
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{
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SoundByte.PlayOneShotGame("spaceDance/inputBad");
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DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
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Gramps.Play("GrampsOhFuck", 0, 0);
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}
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if (PlayerInput.GetIsAction(InputAction_Down) && !IsExpectingInputNow(InputAction_Down))
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{
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DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
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SoundByte.PlayOneShotGame("spaceDance/inputBad");
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Gramps.Play("GrampsOhFuck", 0, 0);
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}
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if (PlayerInput.GetIsAction(InputAction_Turn) && !IsExpectingInputNow(InputAction_Turn))
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{
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DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
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SoundByte.PlayOneShotGame("spaceDance/inputBad");
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Gramps.Play("GrampsOhFuck", 0, 0);
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}
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}
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}
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}
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public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
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{
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xScrollMultiplier = scrollSpeedX;
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yScrollMultiplier = scrollSpeedY;
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}
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public void GrampsAnimations(double beat, int type, bool looping)
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{
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switch (type)
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{
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case (int)GrampsAnimationType.Stand:
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Gramps.Play("GrampsStand", 0, 0);
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grampsLoopingAnim = false;
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grampsSniffing = false;
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break;
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case (int)GrampsAnimationType.Talk:
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if (looping)
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{
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grampsLoopingAnim = true;
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grampsSniffing = false;
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GrampsTalkLoop(beat);
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}
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else
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{
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grampsLoopingAnim = false;
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grampsSniffing = false;
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Gramps.DoScaledAnimationAsync("GrampsTalk", 0.5f);
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}
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break;
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case (int)GrampsAnimationType.Sniff:
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if (looping)
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{
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grampsLoopingAnim = true;
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grampsSniffing = true;
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GrampsSniffLoop(beat);
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}
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else
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{
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grampsLoopingAnim = false;
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grampsSniffing = false;
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Gramps.DoScaledAnimationAsync("GrampsSniff", 0.5f);
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}
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break;
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}
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}
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void GrampsSniffLoop(double beat)
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{
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if (!grampsLoopingAnim || !grampsSniffing) return;
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spaceGrampsShouldBop = false;
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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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if (grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsSniff", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 3, delegate
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{
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if (grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsSniff", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 3.5f, delegate
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{
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if (grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsSniff", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 5.5f, delegate
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{
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GrampsSniffLoop(beat + 5.5f);
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}),
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});
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}
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void GrampsTalkLoop(double beat)
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{
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if (!grampsLoopingAnim || grampsSniffing) return;
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spaceGrampsShouldBop = false;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.66666f , delegate
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{
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if (!grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsTalk", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 1.33333f, delegate
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{
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if (!grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsTalk", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 2f, delegate
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{
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if (!grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsTalk", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 3f, delegate
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{
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if (!grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsTalk", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 3.5f, delegate
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{
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if (!grampsSniffing && grampsLoopingAnim)
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{
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Gramps.DoScaledAnimationAsync("GrampsTalk", 0.5f);
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}
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}),
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new BeatAction.Action(beat + 4f, delegate
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{
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GrampsTalkLoop(beat + 4f);
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}),
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});
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}
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public void UpdateShootingStar(double beat, float length, EasingFunction.Ease ease)
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{
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lastEase = ease;
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shootingStarLength = length;
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shootingStarStartBeat = beat;
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isShootingStar = true;
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}
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public static void TurnRightSfx(double beat, int whoSpeaks)
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{
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List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/voicelessTurn", beat),
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};
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switch (whoSpeaks)
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{
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case (int)WhoSpeaks.Dancers:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/dancerTurn", beat),
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new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.012f),
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});
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break;
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case (int)WhoSpeaks.Gramps:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/otherTurn", beat),
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new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.005f),
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});
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break;
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case (int)WhoSpeaks.Both:
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soundsToPlay.AddRange(new List<MultiSound.Sound>()
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{
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new MultiSound.Sound("spaceDance/dancerTurn", beat),
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new MultiSound.Sound("spaceDance/dancerRight", beat + 1.0f, 1, 1, false, 0.012f),
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new MultiSound.Sound("spaceDance/otherTurn", beat),
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new MultiSound.Sound("spaceDance/otherRight", beat + 1.0f, 1, 1, false, 0.005f),
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});
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break;
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}
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MultiSound.Play(soundsToPlay.ToArray(), true, true);
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}
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public void DoTurnRight(double beat, bool grampsTurns)
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{
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canBop = false;
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if (grampsTurns) grampsCanBop = false;
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ScheduleInput(beat, 1f, InputAction_Turn, JustRight, RightMiss, Empty);
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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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DancerP.DoScaledAnimationAsync("TurnRightStart", 0.5f);
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Dancer1.DoScaledAnimationAsync("TurnRightStart", 0.5f);
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Dancer2.DoScaledAnimationAsync("TurnRightStart", 0.5f);
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Dancer3.DoScaledAnimationAsync("TurnRightStart", 0.5f);
|
|
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightStart", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 1f, delegate
|
|
{
|
|
Dancer1.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
|
if (grampsTurns) Gramps.DoScaledAnimationAsync("GrampsTurnRightDo", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 1.5f, delegate { canBop = true; grampsCanBop = true; }),
|
|
});
|
|
|
|
}
|
|
|
|
public static void SitDownSfx(double beat, int whoSpeaks)
|
|
{
|
|
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/voicelessSit", beat),
|
|
};
|
|
|
|
switch (whoSpeaks)
|
|
{
|
|
case (int)WhoSpeaks.Dancers:
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.055f),
|
|
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.004f),
|
|
});
|
|
break;
|
|
case (int)WhoSpeaks.Gramps:
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.02f),
|
|
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.064f),
|
|
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
|
|
});
|
|
break;
|
|
case (int)WhoSpeaks.Both:
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/dancerLets", beat, 1, 1, false, 0.055f),
|
|
new MultiSound.Sound("spaceDance/dancerSit", beat + 0.5f, 1, 1, false, 0.05f),
|
|
new MultiSound.Sound("spaceDance/dancerDown", beat + 1f, 1, 1, false, 0.004f),
|
|
new MultiSound.Sound("spaceDance/otherLets", beat, 1, 1, false, 0.02f),
|
|
new MultiSound.Sound("spaceDance/otherSit", beat + 0.5f, 1, 1, false, 0.064f),
|
|
new MultiSound.Sound("spaceDance/otherDown", beat + 1f, 1, 1, false, 0.01f),
|
|
});
|
|
break;
|
|
}
|
|
|
|
MultiSound.Play(soundsToPlay.ToArray(), true, true);
|
|
}
|
|
|
|
public void DoSitDown(double beat, bool grampsSits)
|
|
{
|
|
canBop = false;
|
|
if (grampsSits) grampsCanBop = false;
|
|
ScheduleInput(beat, 1f, InputAction_Down, JustSit, SitMiss, Empty);
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
DancerP.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
|
Dancer1.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("SitDownStart", 0.5f);
|
|
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownStart", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 1f, delegate
|
|
{
|
|
Dancer1.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
|
if (grampsSits) Gramps.DoScaledAnimationAsync("GrampsSitDownDo", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 1.5f, delegate { canBop = true; grampsCanBop = true; }),
|
|
});
|
|
|
|
}
|
|
|
|
public static void PunchSfx(double beat, int whoSpeaks)
|
|
{
|
|
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/voicelessPunch", beat),
|
|
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 0.5f),
|
|
new MultiSound.Sound("spaceDance/voicelessPunch", beat + 1f),
|
|
};
|
|
|
|
switch (whoSpeaks)
|
|
{
|
|
case (int)WhoSpeaks.Dancers:
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/dancerPa", beat),
|
|
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
|
|
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
|
|
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
|
|
});
|
|
break;
|
|
case (int)WhoSpeaks.Gramps:
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/otherPa", beat),
|
|
new MultiSound.Sound("spaceDance/otherPa", beat + 0.5f),
|
|
new MultiSound.Sound("spaceDance/otherPa", beat + 1f),
|
|
new MultiSound.Sound("spaceDance/otherPunch", beat + 1.5f),
|
|
});
|
|
break;
|
|
case (int)WhoSpeaks.Both:
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("spaceDance/dancerPa", beat),
|
|
new MultiSound.Sound("spaceDance/dancerPa", beat + 0.5f),
|
|
new MultiSound.Sound("spaceDance/dancerPa", beat + 1f),
|
|
new MultiSound.Sound("spaceDance/dancerPunch", beat + 1.5f),
|
|
new MultiSound.Sound("spaceDance/otherPa", beat),
|
|
new MultiSound.Sound("spaceDance/otherPa", beat + 0.5f),
|
|
new MultiSound.Sound("spaceDance/otherPa", beat + 1f),
|
|
new MultiSound.Sound("spaceDance/otherPunch", beat + 1.5f),
|
|
});
|
|
break;
|
|
}
|
|
|
|
MultiSound.Play(soundsToPlay.ToArray(), true, true);
|
|
}
|
|
|
|
public void DoPunch(double beat, bool grampsPunches)
|
|
{
|
|
canBop = false;
|
|
if (grampsPunches) grampsCanBop = false;
|
|
ScheduleInput(beat, 1.5f, InputAction_Punch, JustPunch, PunchMiss, Empty);
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 0.5f, delegate
|
|
{
|
|
DancerP.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
|
Dancer1.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("PunchStartOuter", 0.5f);
|
|
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartEven", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 1f, delegate
|
|
{
|
|
DancerP.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
Dancer1.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("PunchStartInner", 0.5f);
|
|
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchStartOdd", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 1.5f, delegate
|
|
{
|
|
Dancer1.DoScaledAnimationAsync("PunchDo", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("PunchDo", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("PunchDo", 0.5f);
|
|
if (grampsPunches) Gramps.DoScaledAnimationAsync("GrampsPunchDo", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 2.5, delegate
|
|
{
|
|
canBop = true; grampsCanBop = true;
|
|
})
|
|
});
|
|
|
|
}
|
|
|
|
public void EpicBop(double beat, float length, bool autoDancers, bool dancers, bool autoGramps, bool gramps)
|
|
{
|
|
spaceGrampsShouldBop = autoGramps;
|
|
if (dancers || gramps)
|
|
{
|
|
List<BeatAction.Action> bops = new List<BeatAction.Action>();
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
if (dancers)
|
|
{
|
|
bops.Add(new BeatAction.Action(beat + i, delegate { Bop(); }));
|
|
}
|
|
if (gramps)
|
|
{
|
|
bops.Add(new BeatAction.Action(beat + i, delegate { GrampsBop(); }));
|
|
}
|
|
}
|
|
BeatAction.New(instance, bops);
|
|
}
|
|
}
|
|
|
|
public void Bop()
|
|
{
|
|
if (!canBop) return;
|
|
DancerP.DoScaledAnimationAsync("Bop", 0.5f);
|
|
Dancer1.DoScaledAnimationAsync("Bop", 0.5f);
|
|
Dancer2.DoScaledAnimationAsync("Bop", 0.5f);
|
|
Dancer3.DoScaledAnimationAsync("Bop", 0.5f);
|
|
}
|
|
|
|
public void GrampsBop()
|
|
{
|
|
if (!grampsCanBop) return;
|
|
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
|
|
}
|
|
|
|
private ColorEase bgColorEase = new();
|
|
|
|
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 PersistColor(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("spaceDance", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
|
var lastEvent = allEventsBeforeBeat[^1];
|
|
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
|
|
}
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
}
|
|
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
PersistColor(beat);
|
|
}
|
|
|
|
public void JustRight(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputBad");
|
|
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
|
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
|
|
return;
|
|
}
|
|
RightSuccess();
|
|
}
|
|
|
|
public void RightSuccess()
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputGood");
|
|
DancerP.DoScaledAnimationAsync("TurnRightDo", 0.5f);
|
|
}
|
|
|
|
public void RightMiss(PlayerActionEvent caller)
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputBad2");
|
|
DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
|
|
Hit.Play("HitTurn", -1, 0);
|
|
Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
|
|
}
|
|
|
|
public void JustSit(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputBad");
|
|
DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
|
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
|
|
return;
|
|
}
|
|
SitSuccess();
|
|
}
|
|
|
|
public void SitSuccess()
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputGood");
|
|
DancerP.DoScaledAnimationAsync("SitDownDo", 0.5f);
|
|
}
|
|
|
|
public void SitMiss(PlayerActionEvent caller)
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputBad2");
|
|
DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
|
|
Hit.Play("HitSit", -1, 0);
|
|
Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
|
|
}
|
|
|
|
public void JustPunch(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputBad");
|
|
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
|
|
Gramps.DoScaledAnimationAsync("GrampsOhFuck", 0.5f);
|
|
return;
|
|
}
|
|
PunchSuccess();
|
|
}
|
|
|
|
public void PunchSuccess()
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputGood");
|
|
DancerP.DoScaledAnimationAsync("PunchDo", 0.5f);
|
|
}
|
|
|
|
public void PunchMiss(PlayerActionEvent caller)
|
|
{
|
|
SoundByte.PlayOneShotGame("spaceDance/inputBad2");
|
|
DancerP.DoScaledAnimationAsync("Ouch", 0.5f);
|
|
Hit.Play("HitPunch", -1, 0);
|
|
Gramps.DoScaledAnimationAsync("GrampsMiss", 0.5f);
|
|
}
|
|
|
|
public void Empty(PlayerActionEvent caller) { }
|
|
|
|
|
|
}
|
|
} |