36afef6f9e
* lotta stuffs
* dj school bug fixed
* dog ninja overhauled AGAIN. you can start a cue outside of the game now (something i planned months ago lol)
* also two objects will not overlap when they're the same but when they're not the same they will overlap
* commiting cause im gonna try half-recoding meat grinder
* also im trying to fix mrupbeat's beeping cuz oh my god how is this not fixed yet
* meat grinder finished + tap trial bug fixed + mute dog ninja
MUTE DOG NINJA ONLY WHEN INACTIVE ‼️
* last minute stuff + mr upbeat
i will be reworking mr upbeat in another branch but i wanna not bloat this pr any further so bleehhhh :P
* dj school final bug fix
332 lines
13 KiB
C#
332 lines
13 KiB
C#
using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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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 NtrDogNinjaLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("dogNinja", "Dog Ninja", "554899", true, false, new List<GameAction>()
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{
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new GameAction("Bop", "Bop")
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{
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function = delegate { DogNinja.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Enable Bopping", "Whether to bop to the beat or not"),
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}
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},
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new GameAction("Prepare", "Prepare")
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{
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function = delegate { DogNinja.instance.Prepare(eventCaller.currentEntity.beat); },
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defaultLength = 0.5f,
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},
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new GameAction("ThrowObject", "Throw Object")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], false); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"]); },
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defaultLength = 2,
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parameters = new List<Param>()
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{
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new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"),
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new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"),
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new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"),
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new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"),
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new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"),
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},
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},
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new GameAction("CutEverything", "Cut Everything!")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"),
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new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?")
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}
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},
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new GameAction("HereWeGo", "Here We Go!")
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{
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function = delegate { DogNinja.instance.HereWeGo(eventCaller.currentEntity.beat); },
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defaultLength = 2,
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inactiveFunction = delegate { DogNinja.HereWeGoInactive(eventCaller.currentEntity.beat); },
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preFunctionLength = 1,
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},
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// these are still here for backwards-compatibility but are hidden in the editor
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new GameAction("ThrowObjectLeft", "Throw Object Left")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
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defaultLength = 2,
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
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},
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new GameAction("ThrowObjectRight", "Throw Object Right")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
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defaultLength = 2,
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
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},
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new GameAction("ThrowObjectBoth", "Throw Object Both")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
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defaultLength = 2,
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hidden = true,
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parameters = new List<Param>()
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{
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new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "The object on the left to be thrown"),
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new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object on the right to be thrown"),
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
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},
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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_DogNinja;
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public class DogNinja : Minigame
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{
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static List<QueuedThrow> queuedThrows = new List<QueuedThrow>();
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struct QueuedThrow
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{
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public float beat;
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public int direction;
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public int typeL;
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public int typeR;
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public string sfxNumL;
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public string sfxNumR;
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}
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[Header("Animators")]
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public Animator DogAnim; // dog misc animations
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public Animator BirdAnim; // bird flying in and out
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[Header("References")]
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[SerializeField] GameObject ObjectBase;
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[SerializeField] GameObject FullBird;
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[SerializeField] SpriteRenderer WhichObject;
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public SpriteRenderer WhichLeftHalf;
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public SpriteRenderer WhichRightHalf;
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[SerializeField] TMP_Text cutEverythingText;
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[Header("Curves")]
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[SerializeField] BezierCurve3D CurveFromLeft;
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[SerializeField] BezierCurve3D CurveFromRight;
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[SerializeField] Sprite[] ObjectTypes;
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private float lastReportedBeat = 0f;
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private bool birdOnScreen = false;
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static bool dontBop = false;
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private const string sfxNum = "dogNinja/";
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public static DogNinja instance;
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public enum ObjectDirection
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{
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Left,
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Right,
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Both,
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}
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public enum ObjectType
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{
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Random, // random fruit
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Apple, // fruit
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Broccoli, // fruit
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Carrot, // fruit
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Cucumber, // fruit
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Pepper, // fruit
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Potato, // fruit
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Bone, // bone
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Pan, // pan
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Tire, // tire
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// custom objects that aren't in the og game
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AirBatter,
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Karateka,
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IaiGiriGaiden,
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ThumpFarm,
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BattingShow,
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MeatGrinder,
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Idol,
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TacoBell,
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//YaseiNoIkiG3M4,
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}
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private void Awake()
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{
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instance = this;
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}
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void OnDestroy()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
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if (queuedThrows.Count > 0) queuedThrows.Clear();
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}
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}
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private void Update()
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{
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if (DogAnim.GetBool("needPrepare") && DogAnim.IsAnimationNotPlaying())
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{
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DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
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DogAnim.SetBool("needPrepare", true);
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}
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if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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System.Random rd = new System.Random();
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string slice;
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int LorR = rd.Next(0,2);
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if (LorR < 1) {
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slice = "WhiffRight";
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} else {
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slice = "WhiffLeft";
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}
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DogAnim.DoScaledAnimationAsync(slice, 0.5f);
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Jukebox.PlayOneShotGame("dogNinja/whiff");
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DogAnim.SetBool("needPrepare", false);
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}
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if (queuedThrows.Count > 0) {
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foreach (var obj in queuedThrows) { ThrowObject(obj.beat, obj.direction, obj.typeL, obj.typeR, obj.sfxNumL, obj.sfxNumR); }
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queuedThrows.Clear();
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}
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//if () queuedThrows.Clear();
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}
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private void LateUpdate()
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{
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if (Conductor.instance.ReportBeat(ref lastReportedBeat) && DogAnim.IsAnimationNotPlaying() && !dontBop)
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{
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DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Bop(float beat, bool bop)
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{
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dontBop = !bop;
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}
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public static void QueueObject(float beat, int direction, int typeL, int typeR, bool prepare, bool muteThrow)
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{
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int ObjSprite = 1;
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if (typeL == 0 || typeR == 0) {
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// random object code. it makes a random number from 1-7 and sets that as the sprite
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System.Random rd = new System.Random();
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ObjSprite = rd.Next(1, 7);
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}
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string sfxNumL = "dogNinja/";
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if (direction is 0 or 2) {
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sfxNumL += typeL < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeL);
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if (typeL == 0) typeL = ObjSprite;
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if (!muteThrow) Jukebox.PlayOneShotGame(sfxNumL+"1", forcePlay: true);
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}
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string sfxNumR = "dogNinja/";
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if (direction is 1 or 2) {
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sfxNumR += typeR < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeR);
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if (typeR == 0) typeR = ObjSprite;
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if (!(direction == 2 && typeL == typeR) && !muteThrow) Jukebox.PlayOneShotGame(sfxNumR+"1", forcePlay: true);
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}
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queuedThrows.Add(new QueuedThrow() {
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beat = beat,
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direction = direction,
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typeL = typeL,
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typeR = typeR,
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sfxNumL = sfxNumL,
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sfxNumR = sfxNumR,
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});
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if (prepare) DogNinja.instance.DogAnim.SetBool("needPrepare", true);
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}
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public void ThrowObject(float beat, int direction, int typeL, int typeR, string sfxNumL, string sfxNumR)
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{
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// instantiate a game object and give it its variables
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if (direction is 0 or 2) {
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WhichObject.sprite = ObjectTypes[typeL];
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ThrowObject ObjectL = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
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ObjectL.startBeat = beat;
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ObjectL.curve = CurveFromLeft;
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ObjectL.fromLeft = true;
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ObjectL.direction = direction;
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ObjectL.type = typeL;
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ObjectL.sfxNum = sfxNumL;
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if (direction == 2) ObjectL.shouldSfx = (typeL == typeR);
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}
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if (direction is 1 or 2) {
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WhichObject.sprite = ObjectTypes[typeR];
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ThrowObject ObjectR = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
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ObjectR.startBeat = beat;
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ObjectR.curve = CurveFromRight;
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ObjectR.fromLeft = false;
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ObjectR.direction = direction;
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ObjectR.type = typeR;
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ObjectR.sfxNum = sfxNumR;
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if (direction == 2) ObjectR.shouldSfx = !(typeL == typeR);
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}
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}
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public void CutEverything(float beat, bool sound, string customText)
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{
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// plays one anim with sfx when it's not on screen, plays a different anim with no sfx when on screen. ez
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if (!birdOnScreen) {
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FullBird.SetActive(true);
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if (sound) {
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Jukebox.PlayOneShotGame(sfxNum+"bird_flap");
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}
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BirdAnim.Play("FlyIn", 0, 0);
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birdOnScreen = true;
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cutEverythingText.text = customText;
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} else {
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BirdAnim.Play("FlyOut", 0, 0);
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birdOnScreen = false;
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}
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}
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public void Prepare(float beat)
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{
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if (!DogAnim.GetBool("needPrepare")) DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
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DogAnim.SetBool("needPrepare", true);
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}
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public void HereWeGo(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxNum+"here", beat),
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new MultiSound.Sound(sfxNum+"we", beat + 0.5f),
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new MultiSound.Sound(sfxNum+"go", beat + 1f)
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}, forcePlay: true);
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}
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public static void HereWeGoInactive(float beat)
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{
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DogNinja.instance.HereWeGo(beat);
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}
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}
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}
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