87d20b8c8f
* add way of creating sound sequences in inspector - actually implement GameAction preFunction - implement sound scheduling for Jukebox and MultiSound * Dj School: fix turntable effect being parented to root * Pajama Party: fix sleep action type not carrying over between transitions
366 lines
14 KiB
C#
366 lines
14 KiB
C#
using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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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 CtrPillowLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("pajamaParty", "Pajama Party", "965076", false, false, new List<GameAction>()
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{
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// both same timing
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new GameAction("jump (side to middle)", "Side to Middle Jumps")
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{
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function = delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);},
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defaultLength = 4f,
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inactiveFunction = delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);}
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},
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new GameAction("jump (back to front)", "Back to Front Jumps")
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{
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function =delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);},
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defaultLength = 4f,
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inactiveFunction = delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
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},
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//idem
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new GameAction("slumber", "Slumber")
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{
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function = delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]);},
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defaultLength = 8f,
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parameters = new List<Param>()
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{
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new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
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new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
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},
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inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]);}
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},
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new GameAction("throw", "Throw Pillows")
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{
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function = delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);},
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defaultLength = 8f,
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inactiveFunction = delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);}
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},
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// todo cosmetic crap
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// background stuff
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// do shit with mako's face? (talking?)
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},
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new List<string>() {"ctr", "normal"},
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"ctrpillow", "jp",
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new List<string>() {"en", "jp", "ko"}
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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 Scripts_PajamaParty;
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public class PajamaParty : Minigame
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{
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[Header("Objects")]
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public CtrPillowPlayer Mako;
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public GameObject Bed;
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public GameObject MonkeyPrefab;
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[Header("Positions")]
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public Transform SpawnRoot;
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//game scene
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public static PajamaParty instance;
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CtrPillowMonkey[,] monkeys;
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//cues while unoaded
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static float WantThreeJump = Single.MinValue;
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static float WantFiveJump = Single.MinValue;
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static float WantThrowSequence = Single.MinValue;
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static float WantSleepSequence = Single.MinValue;
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static bool WantSleepType = false;
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static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
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public enum SleepType {
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Normal,
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NoAwake,
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}
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void Awake()
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{
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instance = this;
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//spawn monkeys
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// is 5x5 grid with row 0, col 2 being empty (the player)
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// m m m m m
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// m m m m m
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// m m m m m
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// m m m m m
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// m m P m m
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monkeys = new CtrPillowMonkey[5,5];
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float RADIUS = 2.75f;
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float scale = 1.0f;
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int sorting = 10;
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//set our start position (at Mako + 2*radius to the right)
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Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS*3, 0);
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for (int y = 0; y < 5; y++)
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{
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for (int x = 0; x < 5; x++)
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{
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//on x-axis we go left to right
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spawnPos += new Vector3(RADIUS*scale, 0);
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if (!(y == 0 && x == 2)) //don't spawn at the player's position
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{
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GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent);
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CtrPillowMonkey monkey = mobj.GetComponent<CtrPillowMonkey>();
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mobj.GetComponent<SortingGroup>().sortingOrder = sorting;
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mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
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mobj.transform.localScale = new Vector3(scale, scale);
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monkey.row = y;
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monkey.col = x;
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monkeys[x, y] = monkey;
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}
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}
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// on the y-axis we go front to back (player to the rear)
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scale -= 0.1f;
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spawnPos = SpawnRoot.position - new Vector3(RADIUS*3*scale, -RADIUS/3.75f*(y+1), -RADIUS/5f*(y+1));
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sorting--;
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}
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}
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public override void OnGameSwitch(float beat)
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{
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if (WantThreeJump != Single.MinValue)
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{
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DoThreeJump(WantThreeJump, false);
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WantThreeJump = Single.MinValue;
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}
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if (WantFiveJump != Single.MinValue)
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{
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DoFiveJump(WantFiveJump, false);
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WantFiveJump = Single.MinValue;
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}
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if (WantThrowSequence != Single.MinValue)
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{
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DoThrowSequence(WantThrowSequence, false);
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WantThrowSequence = Single.MinValue;
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}
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if (WantSleepSequence != Single.MinValue)
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{
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DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
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WantSleepSequence = Single.MinValue;
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}
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}
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public void DoThreeJump(float beat, bool doSound = true)
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{
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Mako.ScheduleJump(beat);
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if (doSound)
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/three1", beat),
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new MultiSound.Sound("pajamaParty/three2", beat + 1f),
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new MultiSound.Sound("pajamaParty/three3", beat + 2f),
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});
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BeatAction.New(Bed, new List<BeatAction.Action>()
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{
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new BeatAction.Action(
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beat,
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delegate {
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JumpCol(0, beat);
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JumpCol(4, beat);
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}
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),
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new BeatAction.Action(
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beat + 1,
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delegate {
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JumpCol(1, beat + 1, 3);
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JumpCol(3, beat + 1, 3);
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}
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),
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new BeatAction.Action(
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beat + 2,
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delegate {
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JumpCol(2, beat + 2);
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}
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),
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});
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}
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public static void WarnThreeJump(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/three1", beat),
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new MultiSound.Sound("pajamaParty/three2", beat + 1f),
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new MultiSound.Sound("pajamaParty/three3", beat + 2f),
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}, forcePlay:true);
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WantThreeJump = beat;
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}
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public void DoFiveJump(float beat, bool doSound = true)
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{
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Mako.ScheduleJump(beat);
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if (doSound)
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/five1", beat),
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new MultiSound.Sound("pajamaParty/five2", beat + 0.5f),
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new MultiSound.Sound("pajamaParty/five3", beat + 1f),
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new MultiSound.Sound("pajamaParty/five4", beat + 1.5f),
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new MultiSound.Sound("pajamaParty/five5", beat + 2f)
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});
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BeatAction.New(Bed, new List<BeatAction.Action>()
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{
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new BeatAction.Action( beat, delegate { JumpRow(4, beat); }),
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new BeatAction.Action( beat + 0.5f, delegate { JumpRow(3, beat + 0.5f, 2); }),
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new BeatAction.Action( beat + 1f, delegate { JumpRow(2, beat + 1f); }),
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new BeatAction.Action( beat + 1.5f, delegate { JumpRow(1, beat + 1.5f, 2); }),
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new BeatAction.Action( beat + 2f, delegate { JumpRow(0, beat + 2f); }),
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});
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}
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public static void WarnFiveJump(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/five1", beat),
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new MultiSound.Sound("pajamaParty/five2", beat + 0.5f),
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new MultiSound.Sound("pajamaParty/five3", beat + 1f),
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new MultiSound.Sound("pajamaParty/five4", beat + 1.5f),
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new MultiSound.Sound("pajamaParty/five5", beat + 2f)
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}, forcePlay:true);
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WantFiveJump = beat;
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}
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public void DoThrowSequence(float beat, bool doSound = true)
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{
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Mako.ScheduleThrow(beat);
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if (doSound)
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PlayThrowSequenceSound(beat);
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BeatAction.New(Mako.Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action( beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
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new BeatAction.Action( beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
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});
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}
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public static void WarnThrowSequence(float beat)
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{
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PlayThrowSequenceSound(beat, true);
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WantThrowSequence = beat;
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}
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public static void PlayThrowSequenceSound(float beat, bool force = false)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/throw1", beat),
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new MultiSound.Sound("pajamaParty/throw2", beat + 0.5f),
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new MultiSound.Sound("pajamaParty/throw3", beat + 1f),
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//TODO: change when locales are a thing
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new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5f),
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new MultiSound.Sound("pajamaParty/charge", beat + 2f),
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}, forcePlay: force);
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}
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public void DoSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
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{
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var cond = Conductor.instance;
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Mako.StartSleepSequence(beat, alt, action);
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MonkeySleep(beat, action);
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if (doSound)
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/siesta1", beat),
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new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f),
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new MultiSound.Sound("pajamaParty/siesta3", beat + 1f),
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new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f),
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new MultiSound.Sound("pajamaParty/siesta3", beat + 4f)
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});
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}
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public static void WarnSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/siesta1", beat),
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new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5f),
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new MultiSound.Sound("pajamaParty/siesta3", beat + 1f),
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new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5f),
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new MultiSound.Sound("pajamaParty/siesta3", beat + 4f)
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}, forcePlay: true);
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WantSleepSequence = beat;
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WantSleepType = alt;
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WantSleepAction = action;
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}
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public void DoBedImpact()
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{
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Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);
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}
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public void JumpRow(int row, float beat, int alt = 1)
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{
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if (row > 4 || row < 0)
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{
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return;
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}
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for (int i = 0; i < 5; i++)
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{
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if (!(i == 2 && row == 0))
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{
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monkeys[i, row].Jump(beat, alt);
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}
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}
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}
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public void JumpCol(int col, float beat, int alt = 1)
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{
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if (col > 4 || col < 0)
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{
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return;
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}
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for (int i = 0; i < 5; i++)
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{
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if (!(col == 2 && i == 0))
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{
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monkeys[col, i].Jump(beat, alt);
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}
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}
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}
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public void MonkeyCharge(float beat)
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{
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foreach (CtrPillowMonkey monkey in monkeys)
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{
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if (monkey != null)
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{
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monkey.Charge(beat);
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}
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}
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}
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public void MonkeyThrow(float beat)
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{
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foreach (CtrPillowMonkey monkey in monkeys)
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{
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if (monkey != null)
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{
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monkey.Throw(beat);
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}
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}
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}
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public void MonkeySleep(float beat, int action)
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{
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foreach (CtrPillowMonkey monkey in monkeys)
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{
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if (monkey != null)
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{
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monkey.ReadySleep(beat, action);
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}
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}
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}
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}
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}
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