HeavenStudio/Assets/Scripts/Games/Minigame.cs
Rapandrasmus a72e2a154b
What do I name these sorts of PRs?? Anyways fixes and stuff! (#592)
* blue bear and bop region fix

* fixed see saw bug

* I hate blue bear.

* Accuracy

* random things

* extended bgs

* karate man stuff

* ok

* star colors and senior gradient

* reworked blue bear emotions again

* head seperated in ringside

* fix

* blink fix

* blink fix again

* no cancel

* karate man right hand thing

* new sheet

* oops

* bop anim fix

* i have made a severe and continuous lapse in judgement

* fixed stuff

* fixed stuff in sneak y Psirits

* drumming practice new sprites and anims

* extended bg

* the blush was lower on z axis oops

* if you love it so much why dont u put a ringside on it

* blue bear change

* Double date !

* new karate joe heads + snow and double date bench fix

* ops

* fixed breakup anim thing

* story position fixes

* oops

* smile anim fix

* added jump option

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-12-12 16:54:04 +00:00

549 lines
20 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Common;
using HeavenStudio.InputSystem;
using System;
using System.Linq;
namespace HeavenStudio.Games
{
public class Minigame : MonoBehaviour
{
public static double ngEarlyTime = 0.085f, justEarlyTime = 0.06f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, justLateTime = 0.06f, ngLateTime = 0.085f;
public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
#region Premade Input Actions
protected const int IAEmptyCat = -1;
protected const int IAPressCat = 0;
protected const int IAReleaseCat = 1;
protected const int IAPressingCat = 2;
protected const int IAFlickCat = 3;
protected const int IAMAXCAT = 4;
protected static bool IA_Empty(out double dt)
{
dt = 0;
return false;
}
protected static bool IA_PadBasicPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
}
protected static bool IA_TouchBasicPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt);
}
protected static bool IA_BatonBasicPress(out double dt)
{
return PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt);
}
protected static bool IA_PadBasicRelease(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt);
}
protected static bool IA_TouchBasicRelease(out double dt)
{
return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && !PlayerInput.GetFlick(out _);
}
protected static bool IA_BatonBasicRelease(out double dt)
{
return PlayerInput.GetBatonUp(InputController.ActionsBaton.Face, out dt);
}
protected static bool IA_PadBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetPad(InputController.ActionsPad.East);
}
protected static bool IA_TouchBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetTouch(InputController.ActionsTouch.Tap);
}
protected static bool IA_BatonBasicPressing(out double dt)
{
dt = 0;
return PlayerInput.GetBaton(InputController.ActionsBaton.Face);
}
protected static bool IA_TouchFlick(out double dt)
{
return PlayerInput.GetFlick(out dt);
}
public static PlayerInput.InputAction InputAction_BasicPress =
new("BasicPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadBasicPress, IA_TouchBasicPress, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_BasicRelease =
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadBasicRelease, IA_TouchBasicRelease, IA_BatonBasicRelease);
public static PlayerInput.InputAction InputAction_BasicPressing =
new("BasicRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadBasicPressing, IA_TouchBasicPressing, IA_BatonBasicPressing);
public static PlayerInput.InputAction InputAction_FlickPress =
new("FlickPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
IA_PadBasicPress, IA_TouchFlick, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_FlickRelease =
new("FlickRelease", new int[] { IAReleaseCat, IAFlickCat, IAReleaseCat },
IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease);
#endregion
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputAction">The input action that's expected</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.InputAction = inputAction;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.IsHittable = HittableQuery;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
return evt;
}
public PlayerActionEvent ScheduleUserInput(double startBeat,
double timer,
PlayerInput.InputAction inputAction,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
return evt;
}
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputType">The type of the input that's expected (Press, Release, A, B, Directions>)</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
GameObject evtObj = new GameObject("ActionEvent" + (startBeat + timer));
evtObj.AddComponent<PlayerActionEvent>();
PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.inputType = inputType;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.IsHittable = HittableQuery;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleUserInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
return evt;
}
//Clean up method used whenever a PlayerActionEvent has finished
public void RemoveScheduledInput(PlayerActionEvent evt)
{
scheduledInputs.Remove(evt);
}
//Get the scheduled input that should happen the **Soonest**
//Can return null if there's no scheduled inputs
// remark: need a check for specific button(s)
[Obsolete("Use GetClosestScheduledInput InputAction or InputAction category instead")]
public PlayerActionEvent GetClosestScheduledInput(InputType input = InputType.ANY)
{
PlayerActionEvent closest = null;
foreach (PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if (closest == null)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
else
{
double t1 = closest.startBeat + closest.timer;
double t2 = toCompare.startBeat + toCompare.timer;
// Debug.Log("t1=" + t1 + " -- t2=" + t2);
if (t2 < t1)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
}
}
return closest;
}
public PlayerActionEvent GetClosestScheduledInput(int[] actionCats)
{
int catIdx = (int)PlayerInput.CurrentControlStyle;
int cat = actionCats[catIdx];
PlayerActionEvent closest = null;
foreach (PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if (toCompare.InputAction == null) continue;
if (closest == null)
{
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
closest = toCompare;
}
else
{
double t1 = closest.startBeat + closest.timer;
double t2 = toCompare.startBeat + toCompare.timer;
if (t2 < t1)
{
if (toCompare.InputAction.inputLockCategory[catIdx] == cat)
closest = toCompare;
}
}
}
return closest;
}
public PlayerActionEvent GetClosestScheduledInput(PlayerInput.InputAction action)
{
return GetClosestScheduledInput(action.inputLockCategory);
}
//Hasn't been tested yet. *Should* work.
//Can be used to detect if the user is expected to input something now or not
//Useful for strict call and responses games like Tambourine
[Obsolete("Use IsExpectingInputNow InputAction or InputAction category instead")]
public bool IsExpectingInputNow(InputType wantInput = InputType.ANY)
{
PlayerActionEvent input = GetClosestScheduledInput(wantInput);
if (input == null) return false;
return input.IsExpectingInputNow();
}
public bool IsExpectingInputNow(int[] wantActionCategory)
{
PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory);
if (input == null) return false;
return input.IsExpectingInputNow();
}
public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
{
return IsExpectingInputNow(wantAction.inputLockCategory);
}
// now should fix the fast bpm problem
public static double NgEarlyTime()
{
return 1f - ngEarlyTime;
}
public static double JustEarlyTime()
{
return 1f - justEarlyTime;
}
public static double JustLateTime()
{
return 1f + justLateTime;
}
public static double NgLateTime()
{
return 1f + ngLateTime;
}
public static double AceEarlyTime()
{
return 1f - aceEarlyTime;
}
public static double AceLateTime()
{
return 1f + aceLateTime;
}
public virtual void OnGameSwitch(double beat)
{
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(RiqEntity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{
EventCaller.instance.CallEvent(entity, true);
}
}
*/
}
public virtual void OnTimeChange()
{
}
public virtual void OnPlay(double beat)
{
}
public virtual void OnStop(double beat)
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
// mainly for bopping logic
public virtual void OnBeatPulse(double beat)
{
}
public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args)
{
Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);
foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences)
{
if (pair.name == name)
{
Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}");
return pair.sequence.Play(startBeat);
}
}
Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)");
return null;
}
public void ScoreMiss(double weight = 1f)
{
GameManager.instance.ScoreInputAccuracy(0, true, NgLateTime(), weight, false);
if (weight > 0)
{
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}
}
public void ToggleSplitColoursDisplay(bool on)
{
}
#region Bop
protected enum DefaultBopEnum
{
Off = 0,
On = 1,
}
protected Dictionary<double, int> bopRegion = new();
public bool BeatIsInBopRegion(double beat)
{
if (bopRegion.Count == 0) return true;
int bop = 0;
foreach (var item in bopRegion)
{
if (beat < item.Key) break;
if (beat >= item.Key) bop = item.Value;
}
return (DefaultBopEnum)bop == DefaultBopEnum.On;
}
public int BeatIsInBopRegionInt(double beat)
{
if (bopRegion.Count == 0) return 0;
int bop = 0;
foreach (var item in bopRegion)
{
if (beat < item.Key) break;
if (beat >= item.Key) bop = item.Value;
}
return bop;
}
protected void SetupBopRegion(string gameName, string eventName, string toggleName, bool isBool = true)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
if (allEvents.Count == 0) return;
allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
foreach (var e in allEvents)
{
if (bopRegion.ContainsKey(e.beat))
{
Debug.Log("Two bops on the same beat, ignoring this one");
continue;
}
if (isBool)
{
bopRegion.Add(e.beat, e[toggleName] ? 1 : 0);
}
else
{
bopRegion.Add(e.beat, e[toggleName]);
}
}
}
protected void AddBopRegionEvents(string gameName, string eventName, bool allowBop)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
foreach (var e in allEvents)
{
bopRegion.Add(e.beat, allowBop ? 1 : 0);
}
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
}
protected void AddBopRegionEventsInt(string gameName, string eventName, int allowBop)
{
var allEvents = EventCaller.GetAllInGameManagerList(gameName, new string[] { eventName });
foreach (var e in allEvents)
{
bopRegion.Add(e.beat, allowBop);
}
bopRegion = bopRegion.OrderBy(pair => pair.Value).ToDictionary(pair => pair.Key, pair => pair.Value);
}
#endregion
private void OnDestroy()
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
protected void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0));
}
}
}