HeavenStudio/Assets/Scripts/Games/DogNinja/DogNinja.cs
AstrlJelly 33253e3c27
Miscellaneous Tweaks + New Scroll Script (#350)
* meat grinder prefab + sprite cutting/naming done + icon

title :)

* Boss Bop, Miss, & Signal Anims

can you read

* Boss Call Anim

self-explanatory

* fix the z axis + new sprite

still working on getting those bops working. they're a bit weird (not the anim itself)

* Restored Meat Grinder Animations

i have no idea what just happened with github but the animations are back

* All Tack Animations Complete

just missing the meat anims

* Literally two lines changed

skull emoji (forgot to set the light meat for the miss anim to inactive by default)

* Meat Grinder Anims (should be) Done

Added the Meat Hit anims

* goodnight

* bopping every beat
* tons of sfx
* meat calls with their corresponding sfx/animations have been added
* prefunctions...

* inputs + sfx + prefunction

making swift progress here :)

* little commit

more cues and animation stuff so that i can have new animations

* Meat Toss Anims

also fixed up some of tack's hit anims to make the smear more consistent

* night night

* moved all the meat stuff to a new script
 -this should help with instantiating the meat
* animations are a bit more comprehensive
* man, barelies are way easier than i thought they were gonna be

* instantiating works now

committing to work on my pc instead of my laptop

but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do...

* Boss Animation Tweaks

Adjusted Boss' bop and miss animations

* woohoo animation!

hi sean this is for u. tell me anything to tweak :)

* Quick Meat Toss Anim Fix

Prevents meat from playing the toss animation twice

* meat hit animation works!

sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that

also just general improvements + framework for different meats

* it's done! or at least out of wip!

* you can select which meat type is tossed (defaults to random)
* ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.)
* overall just optimized code
* removed WIP from game name

* a few touch-ups

* change all sfx to ogg
 -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue
* fixed boss not bopping a beat after a signal
 -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be)

* i have stashed changes :P

* new bg + remove references

title

* boss weird bopping fixed + game switches fixed

* final touch-ups

* random things just broke

* for whatever reason animation controller for boss got reverted, breaking an animation
* and we forgot to merge two spritesheets instead of just replacing one with the other. oops

* sfx volume lowerd

* ok cool commit time

* added superscroll (MADE BY STARPELLY)
* fixed dog ninja backwards compatibility
* fixed meat grinder's startinterval need
* added d pad controls to dog ninja and meat grinder

* oops forgot to add dpad for dog ninja

* remove d-pad from meat grinder 😢

---------

Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-03-18 04:40:20 +00:00

302 lines
12 KiB
C#

using NaughtyBezierCurves;
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrDogNinjaLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("dogNinja", "Dog Ninja", "554899", true, false, new List<GameAction>()
{
new GameAction("Bop", "Bop")
{
function = delegate { DogNinja.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Enable Bopping", "Whether to bop to the beat or not"),
}
},
new GameAction("Prepare", "Prepare")
{
function = delegate { DogNinja.instance.Prepare(eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
},
new GameAction("ThrowObject", "Throw Object")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, e["direction"], e["typeL"], e["typeR"]); },
defaultLength = 2,
parameters = new List<Param>()
{
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"),
new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"),
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"),
}
},
new GameAction("CutEverything", "Cut Everything!")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"),
new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?")
}
},
new GameAction("HereWeGo", "Here We Go!")
{
function = delegate { DogNinja.instance.HereWeGo(eventCaller.currentEntity.beat); },
defaultLength = 2,
inactiveFunction = delegate { DogNinja.HereWeGoInactive(eventCaller.currentEntity.beat); },
},
// these are still here for backwards-compatibility but are hidden in the editor
new GameAction("ThrowObjectLeft", "Throw Object Left")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, 0, e["type"], 0); },
defaultLength = 2,
hidden = true,
parameters = new List<Param>()
{
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
}
},
new GameAction("ThrowObjectRight", "Throw Object Right")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, 1, 0, e["type"]); },
defaultLength = 2,
hidden = true,
parameters = new List<Param>()
{
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
}
},
new GameAction("ThrowObjectBoth", "Throw Object Both")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, 2, e["typeL"], e["typeR"]); },
defaultLength = 2,
hidden = true,
parameters = new List<Param>()
{
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "The object on the left to be thrown"),
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object on the right to be thrown"),
}
},
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_DogNinja;
public class DogNinja : Minigame
{
[Header("Animators")]
public Animator DogAnim; // dog misc animations
public Animator BirdAnim; // bird flying in and out
[Header("References")]
[SerializeField] GameObject ObjectBase;
[SerializeField] GameObject FullBird;
[SerializeField] SpriteRenderer WhichObject;
[SerializeField] Transform ObjectHolder;
public SpriteRenderer WhichLeftHalf;
public SpriteRenderer WhichRightHalf;
[SerializeField] Canvas cutEverythingCanvas;
[SerializeField] TMP_Text cutEverythingText;
[Header("Curves")]
[SerializeField] BezierCurve3D CurveFromLeft;
[SerializeField] BezierCurve3D CurveFromRight;
[SerializeField] Sprite[] ObjectTypes;
private float lastReportedBeat = 0f;
private bool birdOnScreen = false;
public bool usesCustomObject = false;
static bool dontBop = false;
public bool needPrepare = false;
private const string sfxNum = "dogNinja/";
public static DogNinja instance;
public enum ObjectDirection
{
Left,
Right,
Both,
}
public enum ObjectType
{
Random, // random fruit
Apple, // fruit
Broccoli, // fruit
Carrot, // fruit
Cucumber, // fruit
Pepper, // fruit
Potato, // fruit
Bone, // bone
Pan, // pan
Tire, // tire
// custom objects that aren't in the og game
AirBatter,
Karateka,
IaiGiriGaiden,
ThumpFarm,
BattingShow,
MeatGrinder,
Idol,
TacoBell,
//YaseiNoIkiG3M4,
}
/*
public enum CustomObject
{
TacoBell,
AirBatter,
Karateka,
IaiGiriGaiden,
ThumpFarm,
BattingShow,
MeatGrinder,
// remove "//" to unleash an eons long dormant hell-beast
//YaseiNoIkiG3M4,
//AmongUs,
}
*/
private void Awake()
{
instance = this;
}
private void Update()
{
if (DogAnim.GetBool("needPrepare") && DogAnim.IsAnimationNotPlaying())
{
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
DogAnim.SetBool("needPrepare", true);
}
if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
System.Random rd = new System.Random();
string slice;
int LorR = rd.Next(0,2);
if (LorR < 1) {
slice = "WhiffRight";
} else {
slice = "WhiffLeft";
}
DogAnim.DoScaledAnimationAsync(slice, 0.5f);
Jukebox.PlayOneShotGame("dogNinja/whiff");
DogAnim.SetBool("needPrepare", false);
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && DogAnim.IsAnimationNotPlaying() && !dontBop)
{
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
}
public void Bop(float beat, bool bop)
{
dontBop = !bop;
}
public void ThrowObject(float beat, int direction, int typeL, int typeR)
{
int ObjSprite = 1;
if ((typeL == 0 && direction == 0)
|| (typeR == 0 && direction == 1)
|| ((typeL == 0 || typeR == 0) && direction == 2)) {
// random object code. it makes a random number from 1-6 and sets that as the sprite
System.Random rd = new System.Random();
ObjSprite = rd.Next(1, 7);
WhichObject.sprite = ObjectTypes[ObjSprite];
typeL = ObjSprite;
typeR = ObjSprite;
}
// instantiate a game object and give it its variables
if (direction == 0 || direction == 2) {
WhichObject.sprite = ObjectTypes[typeL];
ThrowObject ObjectL = Instantiate(ObjectBase, ObjectHolder).GetComponent<ThrowObject>();
ObjectL.startBeat = beat;
ObjectL.curve = CurveFromLeft;
ObjectL.fromLeft = true;
ObjectL.direction = direction;
ObjectL.type = typeL;
ObjectL.textObj = Enum.GetName(typeof(ObjectType), typeL);
}
if (direction == 1 || direction == 2) {
WhichObject.sprite = ObjectTypes[typeR];
ThrowObject ObjectR = Instantiate(ObjectBase, ObjectHolder).GetComponent<ThrowObject>();
ObjectR.startBeat = beat;
ObjectR.curve = CurveFromRight;
ObjectR.fromLeft = false;
ObjectR.direction = direction;
ObjectR.type = typeR;
ObjectR.textObj = Enum.GetName(typeof(ObjectType), typeR);
}
}
// only here for backwards compatibility
public void ThrowBothObject(float beat, int ObjType1, int ObjType2)
{
ThrowObject(beat, 2, ObjType1, ObjType2);
//ThrowObject(beat, 1, 0, ObjType2);
}
public void CutEverything(float beat, bool sound, string customText)
{
// plays one anim with sfx when it's not on screen, plays a different anim with no sfx when on screen. ez
if (!birdOnScreen) {
FullBird.SetActive(true);
if (sound) {
Jukebox.PlayOneShotGame(sfxNum+"bird_flap");
}
BirdAnim.Play("FlyIn", 0, 0);
birdOnScreen = true;
cutEverythingText.text = customText;
} else {
BirdAnim.Play("FlyOut", 0, 0);
birdOnScreen = false;
}
}
public void Prepare(float beat)
{
if (!DogAnim.GetBool("needPrepare")) DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
DogAnim.SetBool("needPrepare", true);
}
public void HereWeGo(float beat)
{
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(sfxNum+"here", beat),
new MultiSound.Sound(sfxNum+"we", beat + 0.5f),
new MultiSound.Sound(sfxNum+"go", beat + 1f)
}, forcePlay: true);
}
public static void HereWeGoInactive(float beat)
{
DogNinja.instance.HereWeGo(beat);
}
}
}