HeavenStudio/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

622 lines
26 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.Common;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class ntrMunchyMonkLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("munchyMonk", "Munchy Monk", "b9fffc", false, false, new List<GameAction>()
{
new GameAction("Bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.Bop(e.beat, e["bop"], e["autoBop"]);
},
parameters = new List<Param>()
{
new Param("bop", true, "Monk Bops?", "Does the monk bop?"),
new Param("autoBop", false, "Monk Bops? (Auto)", "Does the monk auto bop?"),
},
defaultLength = 0.5f,
},
new GameAction("MonkMove", "Monk Move")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
},
defaultLength = 8f,
resizable = true,
parameters = new List<Param>()
{
new Param("goToSide", MunchyMonk.WhichSide.Right, "Go to Which Side?", "Which side the Monk will move to"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?"),
},
},
new GameAction("One", "One")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
},
},
new GameAction("TwoTwo", "Two Two")
{
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
},
preFunctionLength = 0.5f,
preFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreTwoTwoCue(e.beat, e["twoColor1"], e["twoColor2"]);
},
},
new GameAction("Three", "Three")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
},
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Change the color of the third dumpling"),
},
},
new GameAction("Modifiers", "Modifiers")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.Modifiers(e.beat, e["inputsTil"], e["resetLevel"], e["setLevel"], e["disableBaby"], e["shouldBlush"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"),
new Param("resetLevel", false, "Remove Hair", "Instantly remove all hair"),
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Set Growth Level", "Instantly grow hair"),
new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"),
new Param("shouldBlush", true, "Should Monk Blush?", "Makes the Monk blush or not after eating"),
},
},
new GameAction("MonkAnimation", "Monk Animations")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnimInactive(e["vineBoom"]);
},
parameters = new List<Param>()
{
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"),
new Param("vineBoom", false, "Vine Boom", "Just guess with this one."),
}
},
new GameAction("ScrollBackground", "Scroll Background")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.ScrollBG(e.beat, e.length, e["scrollSpeed"], e["ease"]);
},
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Scroll Speed", "What should the scroll speed be?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
}
},
new GameAction("CloudMonkey", "Cloud Monkey")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.MoveCloudMonkey(e.beat, e.length, e["start"], e["direction"]);
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the monkey"),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."),
},
defaultLength = 8f,
resizable = true,
},
},
new List<string>() {"ntr", "normal"},
"ntrshugyo", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MunchyMonk;
public class MunchyMonk : Minigame
{
public List<Dumpling> dumplings = new List<Dumpling>();
static List<QueuedDumpling> queuedOnes = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedTwoTwos = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedThrees = new List<QueuedDumpling>();
struct QueuedDumpling
{
public double beat;
public Color color1;
public Color color2;
public Color color3;
}
public enum WhichMonkAnim
{
Stare,
Blush,
}
public enum WhichSide
{
Right,
Left,
}
[Header("Objects")]
[SerializeField] GameObject Baby;
[SerializeField] GameObject BrowHolder;
[SerializeField] GameObject StacheHolder;
[SerializeField] GameObject DumplingObj;
[SerializeField] GameObject CloudMonkey;
[SerializeField] ScrollObject CloudMonkeyScroll;
[Header("Animators")]
[SerializeField] Animator OneGiverAnim;
[SerializeField] Animator TwoGiverAnim;
[SerializeField] Animator ThreeGiverAnim;
[SerializeField] Animator BrowAnim;
[SerializeField] Animator StacheAnim;
[SerializeField] Animator MonkHolderAnim;
public Animator MonkAnim;
public Animator MonkArmsAnim;
[Header("Variables")]
[SerializeField] Sprite[] dumplingSprites;
public double lastReportedBeat = 0f;
public bool needBlush;
public bool isStaring;
bool monkBop = true;
// these variables are static so that they can be set outside of the game/stay the same between game switches
static public int howManyGulps;
static public int growLevel = 0;
static public int inputsTilGrow = 10;
static bool noBlush;
static bool disableBaby;
// the variables for scroll
bool scrollRampUp;
double scrollBeat;
double scrollLength;
float scrollMod;
static float scrollModCurrent = 0;
EasingFunction.Ease scrollEase;
// the variables for the monk moving
bool isMoving;
double movingStartBeat;
double movingLength;
string moveAnim;
EasingFunction.Ease lastEase;
ScrollObject[] scrollObjects;
const string sfxName = "munchyMonk/";
public static MunchyMonk instance;
private void Awake()
{
instance = this;
Baby.SetActive(!disableBaby);
}
private void Start()
{
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent;
if (growLevel > 0) {
StacheHolder.SetActive(true);
StacheAnim.Play($"Idle{growLevel}");
if (growLevel == 4) {
BrowHolder.SetActive(true);
BrowAnim.Play("Idle");
}
}
}
private void OnDestroy()
{
// reset static variables only when the game is stopped (so that it carries over between game switches)
if (!Conductor.instance.NotStopped()) {
if (queuedOnes.Count > 0) queuedOnes.Clear();
if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear();
howManyGulps = 0;
growLevel = 0;
inputsTilGrow = 10;
noBlush = false;
disableBaby = false;
}
foreach (var evt in scheduledInputs) evt.Disable();
}
private void Update()
{
// input stuff
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap");
isStaring = false;
// early input stuff
if (dumplings.Count != 0) InputFunctions(3);
}
// blushes when done eating but not when staring
if (needBlush
&& !MonkAnim.IsPlayingAnimationName("Eat")
&& !MonkAnim.IsPlayingAnimationName("Stare")
&& !MonkAnim.IsPlayingAnimationName("Barely")
&& !MonkAnim.IsPlayingAnimationName("Miss")
&& !isStaring
&& !noBlush)
{
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false;
}
// sets hair stuff active when it needs to be
if (growLevel > 0) {
StacheHolder.SetActive(true);
if (growLevel == 4) BrowHolder.SetActive(true);
}
// resets the monk when game is stopped
if (!Conductor.instance.NotStopped()) MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
if (isMoving) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPos = func(0f, 1f, normalizedBeat);
MonkHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
if (normalizedBeat >= 1f) isMoving = false;
}
if (scrollRampUp) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(scrollBeat, scrollLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(scrollEase);
float newPos = func(scrollModCurrent, scrollMod, normalizedBeat);
if (normalizedBeat >= 1f) {
scrollRampUp = false;
scrollModCurrent = scrollMod;
}
foreach (var obj in scrollObjects) obj.SpeedMod = newPos;
}
if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) {
CloudMonkey.SetActive(false);
}
// cue queuing stuff
if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1);
queuedOnes.Clear();
}
if (queuedTwoTwos.Count > 0) {
foreach (var dumpling in queuedTwoTwos) TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2);
queuedTwoTwos.Clear();
}
if (queuedThrees.Count > 0) {
foreach (var dumpling in queuedThrees) ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3);
queuedThrees.Clear();
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)) {
if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationName("Bop") || MonkAnim.IsPlayingAnimationName("Idle"))
&& monkBop
&& !isStaring)
{
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
if (!MonkAnim.IsPlayingAnimationName("Blush") || !MonkAnim.IsPlayingAnimationName("Stare")) {
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
if (CloudMonkey.activeInHierarchy) {
CloudMonkey.GetComponent<Animator>().DoScaledAnimationAsync("Bop", 0.5f);
}
}
}
public void Bop(double beat, bool bop, bool autoBop)
{
monkBop = autoBop;
if (bop) {
needBlush = false;
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
}
public void InputFunctions(int whichVar, float state = 0)
{
switch (whichVar)
{
case 1:
dumplings[dumplings.Count-1].HitFunction(state);
break;
case 2:
dumplings[dumplings.Count-1].MissFunction();
break;
case 3:
dumplings[dumplings.Count-1].EarlyFunction();
break;
}
dumplings.RemoveAt(dumplings.Count-1);
}
public void Hit(PlayerActionEvent caller, float state)
{
if (dumplings.Count > 0) InputFunctions(1, state);
}
public void Miss(PlayerActionEvent caller)
{
if (dumplings.Count > 0) InputFunctions(2);
}
public void Early(PlayerActionEvent caller) { }
public static void PreOneGoCue(double beat, Color firstColor)
{
PlaySoundSequence("munchyMonk", "one_go", beat);
queuedOnes.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
});
}
public void OneGoCue(double beat, Color firstColor)
{
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate {
OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// dumpling
Dumpling DumplingClone = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone.dumplingColor = firstColor;
DumplingClone.startBeat = beat;
DumplingClone.sr.sprite = dumplingSprites[0];
dumplings.Add(DumplingClone);
ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early);
}),
new BeatAction.Action(beat+0.5f, delegate {
OneGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
}),
});
}
public static void PreTwoTwoCue(double beat, Color firstColor, Color secondColor)
{
PlaySoundSequence("munchyMonk", "two_go", beat);
queuedTwoTwos.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
color2 = secondColor,
});
}
public void TwoTwoCue(double beat, Color firstColor, Color secondColor)
{
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat-0.5f, delegate {
TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// first dumpling
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone1.dumplingColor = firstColor;
DumplingClone1.startBeat = beat-0.5f;
DumplingClone1.sr.sprite = dumplingSprites[1];
dumplings.Add(DumplingClone1);
ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early);
//DumplingClone1.otherAnim = DumplingClone2.gameObject.GetComponent<Animator>();
}),
new BeatAction.Action(beat, delegate {
TwoGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
// second dumpling
Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone2.dumplingColor = secondColor;
DumplingClone2.startBeat = beat-0.5f;
DumplingClone2.sr.sprite = dumplingSprites[2];
dumplings.Add(DumplingClone2);
ScheduleInput(beat, 1.5f, InputAction_BasicPress, Hit, Miss, Early);
}),
});
}
public static void PreThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
{
PlaySoundSequence("munchyMonk", "three_go", beat);
queuedThrees.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
color2 = secondColor,
color3 = thirdColor,
});
}
public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate {
// first in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// first dumpling
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone1.dumplingColor = firstColor;
DumplingClone1.startBeat = beat;
DumplingClone1.sr.sprite = dumplingSprites[3];
dumplings.Add(DumplingClone1);
ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early); }),
new BeatAction.Action(beat+0.5f, delegate {
// first out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
new BeatAction.Action(beat+1.3f, delegate {
// second in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// second dumpling
Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone2.dumplingColor = secondColor;
DumplingClone2.startBeat = beat+1.3f;
DumplingClone2.sr.sprite = dumplingSprites[4];
dumplings.Add(DumplingClone2);
ScheduleInput(beat, 2f, InputAction_BasicPress, Hit, Miss, Early); }),
new BeatAction.Action(beat+1.75f, delegate {
// second out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
new BeatAction.Action(beat+2.3f, delegate {
// third in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// third dumpling
Dumpling DumplingClone3 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone3.dumplingColor = thirdColor;
DumplingClone3.startBeat = beat+2.3f;
DumplingClone3.sr.sprite = dumplingSprites[5];
dumplings.Add(DumplingClone3);
ScheduleInput(beat, 3f, InputAction_BasicPress, Hit, Miss, Early); }),
new BeatAction.Action(beat+2.75f, delegate {
// third out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
});
}
public void PlayMonkAnim(double beat, int whichAnim, bool vineBoom)
{
switch (whichAnim)
{
case 1:
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false;
break;
default:
MonkAnim.DoScaledAnimationAsync("Stare", 0.5f);
isStaring = true;
break;
}
// it's in zeo's video; no reason not to include it :)
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
}
public void PlayMonkAnimInactive(bool vineBoom)
{
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
}
public void MonkMove(double beat, double length, int goToSide, int ease)
{
movingStartBeat = beat;
movingLength = length;
moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft");
isMoving = true;
lastEase = (EasingFunction.Ease)ease;
}
public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
{
if (MunchyMonk.inputsTilGrow != inputsTilGrow) {
// no matter what you set inputsTilGrow to, it will reset howManyGulps to a value inbetween the level-ups relative to the old level and old inputsTilGrow.
MunchyMonk.howManyGulps = ((inputsTilGrow * MunchyMonk.growLevel) + inputsTilGrow * (MunchyMonk.howManyGulps % MunchyMonk.inputsTilGrow)/MunchyMonk.inputsTilGrow);
MunchyMonk.inputsTilGrow = inputsTilGrow;
}
if (setLevel != 0) {
MunchyMonk.growLevel = setLevel;
MunchyMonk.howManyGulps = setLevel*inputsTilGrow;
if (GameManager.instance.currentGame == "munchyMonk") {
MunchyMonk.instance.StacheAnim.Play($"Idle{setLevel}", 0, 0);
MunchyMonk.instance.StacheHolder.SetActive(true);
}
}
if (resetLevel) {
MunchyMonk.growLevel = 0;
MunchyMonk.howManyGulps = 0;
if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false);
}
MunchyMonk.noBlush = !shouldBlush;
MunchyMonk.disableBaby = disableBaby;
if (GameManager.instance.currentGame == "munchyMonk")
MunchyMonk.instance.Baby.SetActive(!disableBaby);
}
public void ScrollBG(double beat, double length, float scrollSpeed, int ease)
{
scrollBeat = beat;
scrollLength = length;
scrollMod = scrollSpeed;
scrollRampUp = true;
scrollEase = (EasingFunction.Ease)ease;
}
public void MoveCloudMonkey(double beat, double length, bool go, int direction)
{
bool wasActive = CloudMonkey.activeInHierarchy;
CloudMonkey.SetActive(true);
CloudMonkeyScroll.SpeedMod = (float)((direction == 0 ? 34 : -34)/length)*(Conductor.instance.songBpm/100);
CloudMonkeyScroll.AutoScroll = go;
if (!wasActive) CloudMonkey.transform.position = new Vector3((direction == 0 ? -5f : 15.5f), 0, 0);
}
}
}