HeavenStudio/Assets/Scripts/Games/PajamaParty/PajamaParty.cs
minenice55 81384fe7fb
Update from release 1 branch (#472)
* Integration of Jukebox Library (#451)

* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing

* a lot

* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now

* convert float to double and all that

* editor fixes (#459)

* ditch loading dialog

doesn't show up when it's supposed to

* format song offset in editor

* remove VorbisPlugin

* Update Editor.cs

* add updater for marching orders turn

* make base datamodels for special entity reading (#463)

* make base datamodels for special entity reading

* fix crop stomp breaking when no game switch or remix end is set

* fix save shortcut

fix loading charts with no music

* don't infer track when importing a v0 riq from another program

* You can now place inputs on top of pass turn for rhythm tweezers

* Rockers can do it too now

* Some new curves

* Converted everything to new curves and made playerballs handle themselves input-wise

* working dough converted, need to fix eveerything though

* ball transporter anims for pass turn

* update Jukebox to latest version

fixes for inferred entity loading

* new sounds

* OnSpawnBall reimplemented

* Proper inactive handling now

* gandw on balls has been added

* Rhythm tweezers pass turn now works like working dough

* modernised rockers pass turn

* Fixed small balls not working in working dough

* Fixed weird curve stuff on game switch in working dough

* let play mode start if no song file is loaded

fix issue with loading large audio files

* add "updater" for the old marching entity

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 18:47:52 -04:00

444 lines
17 KiB
C#

using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class CtrPillowLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Mako and the monkeys bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Mako and the monkeys bop indefinitely?"),
},
resizable = true,
},
// both same timing
new GameAction("jump (side to middle)", "Side to Middle Jumps")
{
function = delegate { PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate { PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat); }
},
new GameAction("jump (back to front)", "Back to Front Jumps")
{
function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); }
},
//idem
new GameAction("slumber", "Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); },
defaultLength = 8f,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
},
new GameAction("throw", "Throw Pillows")
{
function = delegate { PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat); },
defaultLength = 8f,
inactiveFunction = delegate { PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat); }
},
new GameAction("instant slumber", "Instant Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); },
defaultLength = 0.5f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
},
priority = 5,
},
// todo cosmetic crap
// background stuff
// do shit with mako's face? (talking?)
},
new List<string>() {"ctr", "normal"},
"ctrpillow", "jp",
new List<string>() {"en", "jp", "ko"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_PajamaParty;
public class PajamaParty : Minigame
{
[Header("Objects")]
public CtrPillowPlayer Mako;
public GameObject Bed;
public GameObject MonkeyPrefab;
[Header("Positions")]
public Transform SpawnRoot;
//game scene
public static PajamaParty instance;
CtrPillowMonkey[,] monkeys;
//cues while unoaded
static double WantThreeJump = double.MinValue;
static double WantFiveJump = double.MinValue;
static double WantThrowSequence = double.MinValue;
static double WantSleepSequence = double.MinValue;
static double WantInstantSleep = Single.MinValue;
static bool WantSleepType = false;
static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
static int WantInstantSleepAction = (int) PajamaParty.SleepType.Normal;
public enum SleepType {
Normal,
NoAwake,
}
void Awake()
{
instance = this;
//spawn monkeys
// is 5x5 grid with row 0, col 2 being empty (the player)
// m m m m m
// m m m m m
// m m m m m
// m m m m m
// m m P m m
monkeys = new CtrPillowMonkey[5,5];
float RADIUS = 2.75f;
float scale = 1.0f;
int sorting = 10;
//set our start position (at Mako + 2*radius to the right)
Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS*3, 0);
for (int y = 0; y < 5; y++)
{
for (int x = 0; x < 5; x++)
{
//on x-axis we go left to right
spawnPos += new Vector3(RADIUS*scale, 0);
if (!(y == 0 && x == 2)) //don't spawn at the player's position
{
GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent);
CtrPillowMonkey monkey = mobj.GetComponent<CtrPillowMonkey>();
mobj.GetComponent<SortingGroup>().sortingOrder = sorting;
mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
mobj.transform.localScale = new Vector3(scale, scale);
monkey.row = y;
monkey.col = x;
monkeys[x, y] = monkey;
}
}
// on the y-axis we go front to back (player to the rear)
scale -= 0.1f;
spawnPos = SpawnRoot.position - new Vector3(RADIUS*3*scale, -RADIUS/3.75f*(y+1), -RADIUS/5f*(y+1));
sorting--;
}
}
public override void OnGameSwitch(double beat)
{
if (WantThreeJump != double.MinValue)
{
DoThreeJump(WantThreeJump, false);
WantThreeJump = double.MinValue;
}
if (WantFiveJump != double.MinValue)
{
DoFiveJump(WantFiveJump, false);
WantFiveJump = double.MinValue;
}
if (WantThrowSequence != double.MinValue)
{
DoThrowSequence(WantThrowSequence, false);
WantThrowSequence = double.MinValue;
}
if (WantSleepSequence != double.MinValue)
{
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
WantSleepSequence = double.MinValue;
}
if (WantInstantSleep != double.MinValue)
{
DoInstantSleep(WantInstantSleep, WantInstantSleepAction);
WantInstantSleep = double.MinValue;
}
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
void Bops(bool bop) {
Mako.shouldBop = bop;
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = bop;
}
}
}
Bops(autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
Bops(false);
})
});
}
}
public void DoThreeJump(double beat, bool doSound = true)
{
Mako.ScheduleJump(beat);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/three1", beat),
new MultiSound.Sound("pajamaParty/three2", beat + 1f),
new MultiSound.Sound("pajamaParty/three3", beat + 2f),
});
BeatAction.New(Bed, new List<BeatAction.Action>()
{
new BeatAction.Action(
beat,
delegate {
JumpCol(0, beat);
JumpCol(4, beat);
}
),
new BeatAction.Action(
beat + 1,
delegate {
JumpCol(1, beat + 1, 3);
JumpCol(3, beat + 1, 3);
}
),
new BeatAction.Action(
beat + 2,
delegate {
JumpCol(2, beat + 2);
}
),
});
}
public static void WarnThreeJump(double beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/three1", beat),
new MultiSound.Sound("pajamaParty/three2", beat + 1f),
new MultiSound.Sound("pajamaParty/three3", beat + 2f),
}, forcePlay:true);
WantThreeJump = beat;
}
public void DoFiveJump(double beat, bool doSound = true)
{
Mako.ScheduleJump(beat);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/five1", beat),
new MultiSound.Sound("pajamaParty/five2", beat + 0.5f),
new MultiSound.Sound("pajamaParty/five3", beat + 1f),
new MultiSound.Sound("pajamaParty/five4", beat + 1.5f),
new MultiSound.Sound("pajamaParty/five5", beat + 2f)
});
BeatAction.New(Bed, new List<BeatAction.Action>()
{
new BeatAction.Action( beat, delegate { JumpRow(4, beat); }),
new BeatAction.Action( beat + 0.5f, delegate { JumpRow(3, beat + 0.5f, 2); }),
new BeatAction.Action( beat + 1f, delegate { JumpRow(2, beat + 1f); }),
new BeatAction.Action( beat + 1.5f, delegate { JumpRow(1, beat + 1.5f, 2); }),
new BeatAction.Action( beat + 2f, delegate { JumpRow(0, beat + 2f); }),
});
}
public static void WarnFiveJump(double beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/five1", beat),
new MultiSound.Sound("pajamaParty/five2", beat + 0.5f),
new MultiSound.Sound("pajamaParty/five3", beat + 1f),
new MultiSound.Sound("pajamaParty/five4", beat + 1.5f),
new MultiSound.Sound("pajamaParty/five5", beat + 2f)
}, forcePlay:true);
WantFiveJump = beat;
}
public void DoThrowSequence(double beat, bool doSound = true)
{
Mako.ScheduleThrow(beat);
if (doSound)
PlayThrowSequenceSound(beat);
BeatAction.New(Mako.Player, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
new BeatAction.Action(beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
});
}
public static void WarnThrowSequence(double beat)
{
PlayThrowSequenceSound(beat, true);
WantThrowSequence = beat;
}
public static void PlayThrowSequenceSound(double beat, bool force = false)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/throw1", beat),
new MultiSound.Sound("pajamaParty/throw2", beat + 0.5f),
new MultiSound.Sound("pajamaParty/throw3", beat + 1f),
//TODO: change when locales are a thing
new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5f),
new MultiSound.Sound("pajamaParty/charge", beat + 2f),
}, forcePlay: force);
}
public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
{
Mako.StartSleepSequence(beat, alt, action);
MonkeySleep(beat, action);
if (doSound)
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/siesta1", beat),
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f),
new MultiSound.Sound("pajamaParty/siesta3", beat + 1f),
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f),
new MultiSound.Sound("pajamaParty/siesta3", beat + 4f)
});
}
public static void WarnSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("pajamaParty/siesta1", beat),
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f),
new MultiSound.Sound("pajamaParty/siesta3", beat + 1f),
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f),
new MultiSound.Sound("pajamaParty/siesta3", beat + 4f)
}, forcePlay: true);
WantSleepSequence = beat;
WantSleepType = alt;
WantSleepAction = action;
}
public void DoInstantSleep(double deslumber, int action)
{
Mako.anim.Play("MakoSleepJust", -1, 1);
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1);
}
}
if (action == 1) return;
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(deslumber, delegate {
Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f);
}
}
}),
});
}
public static void WarnInstantSleep(double beat, double length, int action)
{
WantInstantSleep = beat + length - 1;
WantInstantSleepAction = action;
}
public void DoBedImpact()
{
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);
}
public void JumpRow(int row, double beat, int alt = 1)
{
if (row > 4 || row < 0)
{
return;
}
for (int i = 0; i < 5; i++)
{
if (!(i == 2 && row == 0))
{
monkeys[i, row].Jump(beat, alt);
}
}
}
public void JumpCol(int col, double beat, int alt = 1)
{
if (col > 4 || col < 0)
{
return;
}
for (int i = 0; i < 5; i++)
{
if (!(col == 2 && i == 0))
{
monkeys[col, i].Jump(beat, alt);
}
}
}
public void MonkeyCharge(double beat)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.Charge(beat);
}
}
}
public void MonkeyThrow(double beat)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.Throw(beat);
}
}
}
public void MonkeySleep(double beat, int action)
{
foreach (CtrPillowMonkey monkey in monkeys)
{
if (monkey != null)
{
monkey.ReadySleep(beat, action);
}
}
}
}
}