HeavenStudio/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
minenice55 330c538947
First PlayerActionEvent Pass (#202)
* update blue bear to use PlayerActionEvent

* update built to scale DS to use PlayerActionEvent

* update clappy trio to use PlayerActionEvent

* update crop stomp to use PlayerActionEvent

* update drumming practice to use PlayerActionEvent

* update fork lifter to use PlayerActionEvent

* update minigame icons

* update wizard waltz' icon
2023-01-14 23:33:37 -05:00

217 lines
7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbClapLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("clappyTrio", "The Clappy Trio", "29E7FF", false, false, new List<GameAction>()
{
new GameAction("clap", "Clap")
{
function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
resizable = true
},
new GameAction("bop", "Bop")
{
function = delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); }
},
new GameAction("prepare", "Prepare Stance")
{
function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); },
parameters = new List<Param>()
{
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
}
},
new GameAction("change lion count", "Change Lion Count")
{
function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
}
},
// This is still here for backwards-compatibility but is hidden in the editor
new GameAction("prepare_alt", "")
{
function = delegate { ClappyTrio.instance.Prepare(3); },
hidden = true
},
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_ClappyTrio;
public class ClappyTrio : Minigame
{
public int lionCount = 3;
public List<GameObject> Lion;
[SerializeField] private Sprite[] faces;
private bool isClapping;
private float currentClappingLength;
private float lastClapStart;
private int clapIndex;
private ClappyTrioPlayer ClappyTrioPlayer;
public bool playerHitLast = false;
public static ClappyTrio instance { get; set; }
MultiSound clapSounds = null;
BeatAction clapAction = null;
private void Awake()
{
instance = this;
clapSounds = null;
InitLions();
}
public override void OnGameSwitch(float beat)
{
DynamicBeatmap.DynamicEntity changeLion = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "clappyTrio/change lion count" && c.beat <= beat);
if(changeLion != null)
{
EventCaller.instance.CallEvent(changeLion, true);
}
}
private void InitLions()
{
float startPos = -3.066667f;
float maxWidth = 12.266668f;
for (int i = 0; i < lionCount; i++)
{
GameObject lion;
if (i == 0)
lion = Lion[0];
else
lion = Instantiate(Lion[0], Lion[0].transform.parent);
lion.transform.localPosition = new Vector3(startPos + ((maxWidth / (lionCount + 1)) * (i + 1)), 0);
if (i > 0)
Lion.Add(lion);
if (i == lionCount - 1)
ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
}
if (clapSounds != null)
clapSounds.Delete();
if (clapAction != null)
clapAction.Delete();
}
private void Update()
{
}
public void Clap(float beat, float length)
{
ClappyTrioPlayer.clapStarted = true;
ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit
playerHitLast = false;
isClapping = true;
// makes the other lions clap
List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
List<BeatAction.Action> actions = new List<BeatAction.Action>();
for (int i = 0; i < Lion.Count - 1; i++)
{
int idx = i;
sounds.Add(new MultiSound.Sound((i > 0) ? "clappyTrio/middleClap" : "clappyTrio/leftClap", beat + (length * i)));
actions.Add(new BeatAction.Action(beat + (length * i), delegate { SetFace(idx, 4); Lion[idx].GetComponent<Animator>().Play("Clap", 0, 0);}));
}
clapSounds = MultiSound.Play(sounds.ToArray());
clapAction = BeatAction.New(this.gameObject, actions);
// prepare player input
ClappyTrioPlayer.QueueClap(beat, length * (Lion.Count - 1));
}
public void Prepare(int type)
{
for (int i = 0; i < Lion.Count; i++)
{
SetFace(i, type);
}
PlayAnimationAll("Prepare");
Jukebox.PlayOneShotGame("clappyTrio/ready");
}
public void Bop(float beat)
{
if (playerHitLast)
{
for (int i = 0; i < Lion.Count; i++)
{
SetFace(i, 1);
}
} else
{
var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
var b = a.FindAll(c => c.beat < beat);
if (b.Count > 0)
{
for (int i = 0; i < Lion.Count; i++)
{
if (i == Lion.Count - 1)
{
SetFace(i, 0);
} else
{
SetFace(i, 2);
}
}
}
}
PlayAnimationAll("Bop");
}
public void ChangeLionCount(int lions)
{
for(int i=1; i<lionCount; i++)
{
Destroy(Lion[i]);
}
Lion.RemoveRange(1, lionCount - 1);
lionCount = lions;
SetFace(0, 0);
InitLions();
PlayAnimationAll("Idle");
}
private void PlayAnimationAll(string anim)
{
for (int i = 0; i < Lion.Count; i++)
{
Lion[i].GetComponent<Animator>().Play(anim, -1, 0);
}
}
public void SetFace(int lion, int type)
{
Lion[lion].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite = faces[type];
}
}
}