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>
773 lines
32 KiB
C#
773 lines
32 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System.Diagnostics.CodeAnalysis;
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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 AgbQuizShowLoader
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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("quizShow", "Quiz Show", "c96efa", false, false, new List<GameAction>()
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{
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new GameAction("intervalStart", "Start Interval")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; QuizShow.PreInterval(e.beat, e.length,
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e["auto"], e["sound"], e["con"], e["visual"], e["audio"]); },
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defaultLength = 7f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "sound", "con", "visual", "audio" })
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}),
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new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
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new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."),
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new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
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}
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},
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new GameAction("prepare", "Prepare Host Hands")
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{
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function = delegate { QuizShow.instance.HostPrepareHands(); }
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},
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new GameAction("dPad", "DPad Press")
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{
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defaultLength = 0.5f
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},
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new GameAction("aButton", "A Button Press")
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{
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defaultLength = 0.5f
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},
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new GameAction("randomPresses", "Random Presses")
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{
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parameters = new List<Param>()
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{
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new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "Set the minimum number of presses this event will do."),
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new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "Set the maximum number of presses this event will do."),
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new Param("random", QuizShow.WhichButtonRandom.Random, "Buttons", "Set the buttons to be pressed randomly."),
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new Param("con", true, "Consecutive Presses", "Toggle if the presses will be consecutive? This means that if the first press doesn't trigger, the ones proceeding will not either.")
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},
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resizable = true
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},
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new GameAction("passTurn", "Pass Turn")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; QuizShow.PrePassTurn(e.beat, e["sound"], e["con"], e["visual"], e["audio"]); },
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parameters = new List<Param>()
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{
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new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
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new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."),
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new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
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},
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resizable = true
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},
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new GameAction("revealAnswer", "Reveal Answer")
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{
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function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.RevealAnswer(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("answerReaction", "Answer Reaction")
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{
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function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.AnswerReaction(e["audience"], e["jingle"], e["reveal"]); },
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parameters = new List<Param>()
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{
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new Param("audience", true, "Audience Reaction", "Toggle if there should be an audience reaction.."),
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new Param("jingle", false, "Jingle", "Toggle if the quiz show jingle should."),
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new Param("reveal", false, "Instant", "Toggle if the answer should be revealed insantly when this event starts.")
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}
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},
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new GameAction("changeStage", "Change Expression")
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{
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function = delegate {QuizShow.instance.ChangeStage(eventCaller.currentEntity["value"]);},
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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("value", QuizShow.HeadStage.Stage1, "Stage", "Set the current stage of the expressions.")
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}
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},
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new GameAction("countMod", "Count Modifier")
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{
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function = delegate { QuizShow.instance.CountModifier(eventCaller.currentEntity["value"]); },
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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("value", true, "Auto Reset Count", "Toggle if the contestant's counter will reset to 0 each time it hits 100 instead of exploding.")
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}
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},
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new GameAction("forceExplode", "Force Explode")
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{
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function = delegate { QuizShow.instance.ForceExplode(eventCaller.currentEntity["value"]); },
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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("value", QuizShow.ShouldExplode.Contestant, "Target", "Set the object to explode.")
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}
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}
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},
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new List<string>() {"agb", "repeat"},
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"agbquiz", "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 Jukebox;
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using Scripts_QuizShow;
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public class QuizShow : Minigame
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{
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public enum ClockAudio
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{
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Both,
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Start,
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End,
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Neither
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}
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public enum HeadStage
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{
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Stage0 = 0,
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Stage1 = 1,
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Stage2 = 2,
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Stage3 = 3,
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Stage4 = 4,
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}
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public enum WhichButtonRandom
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{
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Random = 0,
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DpadOnly = 1,
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AOnly = 2,
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AlternatingDpad = 3,
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AlternatingA = 4
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}
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public enum ShouldExplode
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{
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Contestant = 0,
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Host = 1,
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Sign = 2
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}
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[Header("Components")]
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[SerializeField] Animator contesteeLeftArmAnim;
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[SerializeField] Animator contesteeRightArmAnim;
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[SerializeField] Animator contesteeHead;
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[SerializeField] Animator hostLeftArmAnim;
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[SerializeField] Animator hostRightArmAnim;
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[SerializeField] Animator hostHead;
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[SerializeField] Animator signAnim;
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[SerializeField] Transform timerTransform;
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[SerializeField] QSTimer stopWatchRef;
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[SerializeField] GameObject blackOut;
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[SerializeField] SpriteRenderer firstDigitSr;
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[SerializeField] SpriteRenderer secondDigitSr;
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[SerializeField] SpriteRenderer hostFirstDigitSr;
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[SerializeField] SpriteRenderer hostSecondDigitSr;
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[SerializeField] SpriteRenderer contCounter;
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[SerializeField] SpriteRenderer hostCounter;
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[SerializeField] ParticleSystem contExplosion;
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[SerializeField] ParticleSystem hostExplosion;
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[SerializeField] ParticleSystem signExplosion;
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[Header("Properties")]
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[SerializeField] List<Sprite> contestantNumberSprites = new List<Sprite>();
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[SerializeField] List<Sprite> hostNumberSprites = new List<Sprite>();
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[SerializeField] Sprite explodedCounter;
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bool shouldResetCount;
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bool doingConsectiveIntervals;
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int currentStage;
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bool shouldPrepareArms = true;
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bool contExploded;
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bool hostExploded;
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bool signExploded;
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int pressCount;
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int countToMatch;
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private double playerStartBeat = -1;
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private float playerLength;
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public static QuizShow instance;
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private struct RandomPress
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{
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public List<RiqEntity> randomPresses;
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public double beat;
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}
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private List<RandomPress> randomPresses = new();
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const int IALeft = 0;
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const int IARight = 1;
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protected static bool IA_PadLeft(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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protected static bool IA_TouchLeft(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
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}
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protected static bool IA_PadRight(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
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}
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protected static bool IA_TouchRight(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
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}
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public static PlayerInput.InputAction InputAction_Left =
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new("AgbQuizLeft", new int[] { IALeft, IALeft, IALeft },
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IA_PadLeft, IA_TouchLeft, IA_BatonBasicPress);
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// Baton Style only has one button
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public static PlayerInput.InputAction InputAction_Right =
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new("AgbQuizRight", new int[] { IARight, IARight, IAEmptyCat },
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IA_PadRight, IA_TouchRight, IA_Empty);
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void Awake()
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{
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instance = this;
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}
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public override void OnPlay(double beat)
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{
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var allRandomEvents = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "randomPresses" });
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foreach (var randomEvent in allRandomEvents)
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{
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randomPresses.Add(new RandomPress()
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{
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beat = randomEvent.beat,
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randomPresses = GetRandomPress(randomEvent.beat, randomEvent.length,
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randomEvent["min"], randomEvent["max"], randomEvent["random"], randomEvent["con"])
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});
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}
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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float normalizedBeat = cond.GetPositionFromBeat(playerStartBeat, playerLength);
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if (normalizedBeat >= 0f && normalizedBeat <= 1f)
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{
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if (PlayerInput.GetIsAction(InputAction_Right))
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{
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ContesteePressButton(false);
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}
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if (PlayerInput.GetIsAction(InputAction_Left))
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{
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ContesteePressButton(true);
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}
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}
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}
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if (passedTurns.Count > 0)
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{
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foreach (var pass in passedTurns)
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{
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PassTurnStandalone(pass.beat, pass.timeUpSound, pass.consecutive, pass.visualClock, pass.audioClock);
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}
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passedTurns.Clear();
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}
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}
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private List<RiqEntity> GetInputsBetweenBeat(double beat, double endBeat)
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{
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List<RiqEntity> allEvents = new();
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List<RiqEntity> nonRandoms = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "dPad", "aButton" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
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List<RiqEntity> randoms = new();
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foreach (var rand in randomPresses)
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{
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if (rand.beat >= beat && rand.beat < endBeat)
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{
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randoms.AddRange(rand.randomPresses);
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}
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}
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allEvents.AddRange(nonRandoms);
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allEvents.AddRange(randoms);
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return allEvents;
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}
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private RiqEntity GetLastIntervalBeforeBeat(double beat)
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{
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return EventCaller.GetAllInGameManagerList("quizShow", new string[] { "intervalStart" }).FindLast(x => x.beat <= beat);
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}
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public void CountModifier(bool shouldReset)
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{
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shouldResetCount = shouldReset;
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}
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public void ChangeStage(int stage)
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{
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currentStage = stage;
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}
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private List<RiqEntity> GetRandomPress(double beat, float length, int min, int max, int whichButtons, bool consecutive)
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{
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if (min > max) return new();
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int pressAmount = UnityEngine.Random.Range(min, max + 1);
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if (pressAmount < 1) return new();
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List<RiqEntity> buttonEntities = new();
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if (consecutive)
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{
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for (int i = 0; i < pressAmount; i++)
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{
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bool dpad = UnityEngine.Random.Range(0, 2) == 1;
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switch (whichButtons)
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{
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case (int)WhichButtonRandom.Random:
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break;
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case (int)WhichButtonRandom.DpadOnly:
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dpad = true;
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break;
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case (int)WhichButtonRandom.AOnly:
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dpad = false;
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break;
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case (int)WhichButtonRandom.AlternatingDpad:
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dpad = i % 2 == 0;
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break;
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case (int)WhichButtonRandom.AlternatingA:
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dpad = i % 2 != 0;
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break;
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}
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double spawnBeat = beat + i * length;
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buttonEntities.Add(new RiqEntity(new RiqEntityData()
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{
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beat = spawnBeat,
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datamodel = dpad ? "dPad" : "aButton"
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}));
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}
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}
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else
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{
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for (int i = 0; i < max; i++)
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{
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if (pressAmount == 0) break;
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if (UnityEngine.Random.Range(0, 2) == 1 && Mathf.Abs(i - max) != pressAmount) continue;
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bool dpad = UnityEngine.Random.Range(0, 2) == 1;
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switch (whichButtons)
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{
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case (int)WhichButtonRandom.Random:
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break;
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case (int)WhichButtonRandom.DpadOnly:
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dpad = true;
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break;
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case (int)WhichButtonRandom.AOnly:
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dpad = false;
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break;
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case (int)WhichButtonRandom.AlternatingDpad:
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dpad = i % 2 == 0;
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break;
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case (int)WhichButtonRandom.AlternatingA:
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dpad = i % 2 != 0;
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break;
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}
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double spawnBeat = beat + i * length;
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buttonEntities.Add(new RiqEntity(new RiqEntityData()
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{
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beat = spawnBeat,
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datamodel = dpad ? "dPad" : "aButton"
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}));
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pressAmount--;
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}
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}
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return buttonEntities;
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}
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public void HostPressButton(double beat, bool dpad)
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{
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if (currentStage == 0)
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{
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contesteeHead.Play("ContesteeHeadIdle", -1, 0);
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hostHead.Play("HostIdleHead", -1, 0);
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}
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else
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{
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hostHead.DoScaledAnimationAsync("HostStage" + currentStage.ToString(), 0.5f);
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}
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SoundByte.PlayOneShotGame(dpad ? "quizShow/hostDPad" : "quizShow/hostA");
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if (dpad)
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{
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hostRightArmAnim.DoScaledAnimationAsync("HostRightHit", 0.5f);
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}
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else
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{
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hostLeftArmAnim.DoScaledAnimationAsync("HostLeftHit", 0.5f);
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}
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}
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public void HostPrepareHands()
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{
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instance.hostLeftArmAnim.DoScaledAnimationAsync("HostLeftPrepare", 0.5f);
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instance.hostRightArmAnim.DoScaledAnimationAsync("HostPrepare", 0.5f);
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}
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public static void PreInterval(double beat, float interval,
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bool autoPassTurn, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
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{
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if (GameManager.instance.currentGame == "quizShow")
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{
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instance.StartInterval(beat, interval, beat, autoPassTurn, timeUpSound, consecutive, visualClock, audioClock);
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}
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else
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{
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queuedIntervals.Add(new QueuedInterval()
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{
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beat = beat,
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interval = interval,
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autoPassTurn = autoPassTurn,
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timeUpSound = timeUpSound,
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consecutive = consecutive,
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visualClock = visualClock,
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audioClock = audioClock
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});
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}
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}
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private struct QueuedInterval
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{
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public double beat;
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public float interval;
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public bool autoPassTurn;
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public bool timeUpSound;
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public bool consecutive;
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public bool visualClock;
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public int audioClock;
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}
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private static List<QueuedInterval> queuedIntervals = new();
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public override void OnGameSwitch(double beat)
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{
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if (queuedIntervals.Count > 0)
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{
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foreach (var interval in queuedIntervals)
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{
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StartInterval(interval.beat, interval.interval, beat, interval.autoPassTurn,
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interval.timeUpSound, interval.consecutive, interval.visualClock, interval.audioClock);
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}
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queuedIntervals.Clear();
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}
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var allRandomEvents = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "randomPresses" });
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foreach (var randomEvent in allRandomEvents)
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{
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randomPresses.Add(new RandomPress()
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{
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beat = randomEvent.beat,
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randomPresses = GetRandomPress(randomEvent.beat, randomEvent.length,
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randomEvent["min"], randomEvent["max"], randomEvent["random"], randomEvent["con"])
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});
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}
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}
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private void StartInterval(double beat, float interval,
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double gameSwitchBeat, bool autoPassTurn, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
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{
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|
List<BeatAction.Action> actions = new()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
if (shouldPrepareArms)
|
|
{
|
|
hostLeftArmAnim.DoNormalizedAnimation("HostLeftPrepare", 1);
|
|
hostRightArmAnim.DoNormalizedAnimation("HostPrepare", 1);
|
|
contesteeHead.Play("ContesteeHeadIdle", 0, 0);
|
|
}
|
|
if (!doingConsectiveIntervals) pressCount = 0;
|
|
firstDigitSr.sprite = contestantNumberSprites[0];
|
|
secondDigitSr.sprite = contestantNumberSprites[0];
|
|
hostFirstDigitSr.sprite = hostNumberSprites[10];
|
|
hostSecondDigitSr.sprite = hostNumberSprites[10];
|
|
})
|
|
};
|
|
|
|
var relevantInputs = GetInputsBetweenBeat(beat, beat + interval);
|
|
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
for (int i = 0; i < relevantInputs.Count; i++)
|
|
{
|
|
var input = relevantInputs[i];
|
|
double inputBeat = input.beat;
|
|
if (inputBeat < gameSwitchBeat) continue;
|
|
bool isDpad = input.datamodel == "quizShow/dPad";
|
|
bool isRandom = input.datamodel == "quizShow/randomPresses";
|
|
actions.Add(new BeatAction.Action(inputBeat, delegate
|
|
{
|
|
HostPressButton(inputBeat, isDpad);
|
|
}));
|
|
}
|
|
BeatAction.New(this, actions);
|
|
|
|
if (autoPassTurn)
|
|
{
|
|
PassTurn(beat + interval, beat, interval, timeUpSound, consecutive, visualClock, audioClock, 1);
|
|
}
|
|
}
|
|
|
|
public static void PrePassTurn(double beat, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
|
{
|
|
if (GameManager.instance.currentGame == "quizShow")
|
|
{
|
|
instance.PassTurnStandalone(beat, timeUpSound, consecutive, visualClock, audioClock);
|
|
}
|
|
else
|
|
{
|
|
passedTurns.Add(new PassedTurn()
|
|
{
|
|
beat = beat,
|
|
timeUpSound = timeUpSound,
|
|
consecutive = consecutive,
|
|
visualClock = visualClock,
|
|
audioClock = audioClock
|
|
});
|
|
}
|
|
}
|
|
|
|
private struct PassedTurn
|
|
{
|
|
public double beat;
|
|
public bool timeUpSound;
|
|
public bool consecutive;
|
|
public bool visualClock;
|
|
public int audioClock;
|
|
}
|
|
|
|
private static List<PassedTurn> passedTurns = new();
|
|
|
|
private void PassTurnStandalone(double beat, bool timeUpSound, bool consecutive, bool visualClock, int audioClock)
|
|
{
|
|
var lastInterval = GetLastIntervalBeforeBeat(beat);
|
|
float length = EventCaller.GetAllInGameManagerList("quizShow", new string[] { "passTurn" }).Find(x => x.beat == beat).length;
|
|
if (lastInterval != null)
|
|
{
|
|
PassTurn(beat, lastInterval.beat, lastInterval.length, timeUpSound, consecutive, visualClock, audioClock, length);
|
|
}
|
|
}
|
|
|
|
private void PassTurn(double beat, double intervalBeat, float intervalLength, bool timeUpSound, bool consecutive, bool visualClock, int audioClock, float length)
|
|
{
|
|
playerStartBeat = beat + length - Conductor.instance.SecsToBeats(ngEarlyTime, Conductor.instance.GetBpmAtBeat(beat + length));
|
|
playerLength = intervalLength + (float)Conductor.instance.SecsToBeats(ngEarlyTime, Conductor.instance.GetBpmAtBeat(beat + length));
|
|
var relevantInputs = GetInputsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
|
|
relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
|
|
for (int i = 0; i < relevantInputs.Count; i++)
|
|
{
|
|
double inputBeat = relevantInputs[i].beat - intervalBeat;
|
|
bool isDpad = relevantInputs[i].datamodel == "quizShow/dPad";
|
|
if (isDpad)
|
|
{
|
|
ScheduleAutoplayInput(beat, length + inputBeat, InputAction_Left, AutoplayDPad, Nothing, Nothing);
|
|
}
|
|
else
|
|
{
|
|
ScheduleAutoplayInput(beat, length + inputBeat, InputAction_Right, AutoplayAButton, Nothing, Nothing);
|
|
}
|
|
}
|
|
int hundredLoops = Mathf.FloorToInt((float)countToMatch / 100f);
|
|
countToMatch -= hundredLoops * 100;
|
|
doingConsectiveIntervals = consecutive;
|
|
float timeUpBeat = 0f;
|
|
if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.Start)
|
|
{
|
|
SoundByte.PlayOneShotGame("quizShow/timerStart", beat);
|
|
timeUpBeat = 0.5f;
|
|
}
|
|
if (audioClock == (int)ClockAudio.End) timeUpBeat = 0.5f;
|
|
QSTimer spawnedTimer = Instantiate(stopWatchRef, transform);
|
|
if (!visualClock) Destroy(spawnedTimer.gameObject);
|
|
List<BeatAction.Action> actions = new()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
if (doingConsectiveIntervals)
|
|
{
|
|
countToMatch += relevantInputs.Count;
|
|
}
|
|
else
|
|
{
|
|
countToMatch = relevantInputs.Count;
|
|
}
|
|
if (shouldPrepareArms)
|
|
{
|
|
contesteeLeftArmAnim.DoScaledAnimationAsync("LeftPrepare", 0.5f);
|
|
contesteeRightArmAnim.DoScaledAnimationAsync("RIghtPrepare", 0.5f);
|
|
}
|
|
if (!consecutive)
|
|
{
|
|
hostLeftArmAnim.DoScaledAnimationAsync("HostLeftRest", 0.5f);
|
|
hostRightArmAnim.DoScaledAnimationAsync("HostRightRest", 0.5f);
|
|
}
|
|
shouldPrepareArms = false;
|
|
if (visualClock)
|
|
{
|
|
spawnedTimer.gameObject.SetActive(true);
|
|
spawnedTimer.Init(beat + length, intervalLength);
|
|
}
|
|
}),
|
|
new BeatAction.Action(beat + length + intervalLength, delegate
|
|
{
|
|
if (!consecutive)
|
|
{
|
|
if (audioClock == (int)ClockAudio.Both || audioClock == (int)ClockAudio.End) SoundByte.PlayOneShotGame("quizShow/timerStop");
|
|
contesteeLeftArmAnim.DoScaledAnimationAsync("LeftRest", 0.5f);
|
|
contesteeRightArmAnim.DoScaledAnimationAsync("RightRest", 0.5f);
|
|
shouldPrepareArms = true;
|
|
}
|
|
if (visualClock) Destroy(spawnedTimer.gameObject);
|
|
}
|
|
),
|
|
new BeatAction.Action(beat + length + intervalLength + timeUpBeat, delegate { if (timeUpSound && !consecutive) SoundByte.PlayOneShotGame("quizShow/timeUp"); }),
|
|
};
|
|
BeatAction.New(instance, actions);
|
|
}
|
|
|
|
void ContesteePressButton(bool dpad)
|
|
{
|
|
if (currentStage == 0)
|
|
{
|
|
contesteeHead.Play("ContesteeHeadIdle", -1, 0);
|
|
}
|
|
else
|
|
{
|
|
if (currentStage != 4) contesteeHead.DoScaledAnimationAsync("ContesteeHeadStage" + currentStage.ToString(), 0.5f);
|
|
else
|
|
{
|
|
contesteeHead.DoScaledAnimationAsync("ContesteeHeadStage3", 0.5f);
|
|
}
|
|
}
|
|
if (dpad)
|
|
{
|
|
SoundByte.PlayOneShotGame("quizShow/contestantDPad");
|
|
contesteeLeftArmAnim.DoScaledAnimationAsync("LeftArmPress", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("quizShow/contestantA");
|
|
contesteeRightArmAnim.DoScaledAnimationAsync("RightArmHit", 0.5f);
|
|
}
|
|
pressCount++;
|
|
if (shouldResetCount && pressCount > 99) pressCount = 0;
|
|
switch (pressCount)
|
|
{
|
|
case int x when x < 100:
|
|
firstDigitSr.sprite = contestantNumberSprites[GetSpecificDigit(pressCount, 1)];
|
|
secondDigitSr.sprite = contestantNumberSprites[GetSpecificDigit(pressCount, 2)];
|
|
break;
|
|
case 100:
|
|
ForceExplode((int)ShouldExplode.Contestant);
|
|
break;
|
|
case 120:
|
|
ForceExplode((int)ShouldExplode.Host);
|
|
break;
|
|
case 150:
|
|
ForceExplode((int)ShouldExplode.Sign);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void ForceExplode(int whoToExplode)
|
|
{
|
|
switch (whoToExplode)
|
|
{
|
|
case (int)ShouldExplode.Contestant:
|
|
if (contExploded) return;
|
|
SoundByte.PlayOneShotGame("quizShow/contestantExplode");
|
|
firstDigitSr.color = new Color(1, 1, 1, 0);
|
|
secondDigitSr.color = new Color(1, 1, 1, 0);
|
|
contCounter.sprite = explodedCounter;
|
|
contExploded = true;
|
|
contExplosion.Play();
|
|
break;
|
|
case (int)ShouldExplode.Host:
|
|
if (hostExploded) return;
|
|
SoundByte.PlayOneShotGame("quizShow/hostExplode");
|
|
hostFirstDigitSr.color = new Color(1, 1, 1, 0);
|
|
hostSecondDigitSr.color = new Color(1, 1, 1, 0);
|
|
hostCounter.sprite = explodedCounter;
|
|
hostExploded = true;
|
|
hostExplosion.Play();
|
|
break;
|
|
case (int)ShouldExplode.Sign:
|
|
if (signExploded) return;
|
|
SoundByte.PlayOneShotGame("quizShow/signExplode");
|
|
signExploded = true;
|
|
signExplosion.Play();
|
|
signAnim.Play("Exploded", 0, 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void RevealAnswer(double beat, float length)
|
|
{
|
|
blackOut.SetActive(true);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length, delegate
|
|
{
|
|
SoundByte.PlayOneShotGame("quizShow/answerReveal");
|
|
hostFirstDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 1)];
|
|
hostSecondDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 2)];
|
|
})
|
|
});
|
|
}
|
|
|
|
public void AnswerReaction(bool audience, bool jingle, bool revealAnswer)
|
|
{
|
|
//In the future make this a prefunction that makes skill stars compatible
|
|
blackOut.SetActive(false);
|
|
if (revealAnswer)
|
|
{
|
|
SoundByte.PlayOneShotGame("quizShow/answerReveal");
|
|
hostFirstDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 1)];
|
|
hostSecondDigitSr.sprite = hostNumberSprites[GetSpecificDigit(countToMatch, 2)];
|
|
}
|
|
if (pressCount == countToMatch)
|
|
{
|
|
SoundByte.PlayOneShotGame("quizShow/correct");
|
|
contesteeHead.Play("ContesteeSmile", -1, 0);
|
|
hostHead.Play("HostSmile", -1, 0);
|
|
if (audience) SoundByte.PlayOneShotGame("quizShow/audienceCheer");
|
|
if (jingle) SoundByte.PlayOneShotGame("quizShow/correctJingle");
|
|
}
|
|
else
|
|
{
|
|
ScoreMiss();
|
|
SoundByte.PlayOneShotGame("quizShow/incorrect");
|
|
contesteeHead.Play("ContesteeSad", -1, 0);
|
|
hostHead.Play("HostSad", -1, 0);
|
|
if (audience) SoundByte.PlayOneShotGame("quizShow/audienceSad");
|
|
if (jingle) SoundByte.PlayOneShotGame("quizShow/incorrectJingle");
|
|
}
|
|
}
|
|
|
|
void AutoplayAButton(PlayerActionEvent caller, float state)
|
|
{
|
|
ContesteePressButton(false);
|
|
}
|
|
|
|
void AutoplayDPad(PlayerActionEvent caller, float state)
|
|
{
|
|
ContesteePressButton(true);
|
|
}
|
|
|
|
void Nothing(PlayerActionEvent caller) { }
|
|
|
|
int GetSpecificDigit(int num, int nth)
|
|
{
|
|
return (num / (int)Mathf.Pow(10, nth - 1)) % 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
|