65a243fa68
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
254 lines
11 KiB
C#
254 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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 PcoCanneryLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("cannery", "The Cannery", "554899", false, 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 {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out Cannery instance)) {
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instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"], eventCaller.currentEntity["toggle"]);
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}
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},
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Toggle if the alarm should bop for the duration of this event."),
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new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
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}
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},
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new GameAction("can", "Can")
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{
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preFunction = delegate {
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SoundByte.PlayOneShotGame("cannery/ding", eventCaller.currentEntity.beat, forcePlay: true);
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out Cannery instance)) {
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instance.SendCan(eventCaller.currentEntity.beat);
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}
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},
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defaultLength = 2,
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},
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new GameAction("blackout", "Blackout")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out Cannery instance)) {
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instance.Blackout();
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}
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},
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defaultLength = 0.5f,
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},
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new GameAction("backgroundModifiers", "Background Modifiers")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out Cannery instance)) {
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instance.BackgroundModifiers(e.beat, e.length, e["startSpeed"], e["endSpeed"], e["ease"]);
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}
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},
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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// new Param("speed", new EntityTypes.Float(0, 50, 10), "Speed", "Set the speed of the background."),
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new Param("startSpeed", new EntityTypes.Float(0, 50, 10), "Start Speed", "Set the speed at the start of the event."),
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new Param("endSpeed", new EntityTypes.Float(0, 50, 10), "End Speed", "Set the speed at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action.", new() { new((x, _) => (int)x == (int)Util.EasingFunction.Ease.Instant, "startSpeed") }),
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}
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},
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new GameAction("alarmColor", "Alarm Color")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out Cannery instance)) {
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instance.AlarmColor(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]);
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}
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},
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defaultLength = 0.5f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("startColor", Cannery.alarmColor , "Start Color", "Set the color at the start of the event."),
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new Param("endColor", Cannery.alarmColor, "End Color", "Set the color at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action.", new() { new((x, _) => (int)x == (int)Util.EasingFunction.Ease.Instant, "startColor") }),
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}
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},
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},
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new List<string>() { "pco", "normal" },
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"pcocannery", "en",
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new List<string>() { },
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chronologicalSortKey: 20160704);
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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 Jukebox;
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using Scripts_Cannery;
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public class Cannery : Minigame
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{
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[Header("Objects")]
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[SerializeField] Can can;
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[SerializeField] GameObject blackout;
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[SerializeField] Material alarmMat;
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[SerializeField] SpriteRenderer bgPlaneSR;
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[Header("Animators")]
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[SerializeField] Animator conveyorBeltAnim;
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[SerializeField] Animator[] bgAnims;
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[SerializeField] Animator alarmAnim;
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public Animator dingAnim;
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public Animator cannerAnim;
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// private ColorEase bgColorEase = new(Color.white);
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public float bgCurrentTime;
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public float bgCurrentSpeed;
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[NonSerialized] public double bgStartBeat;
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[NonSerialized] public float bgLength;
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[NonSerialized] public float bgStartSpeed, bgEndSpeed;
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[NonSerialized] public Util.EasingFunction.Ease bgEase = Util.EasingFunction.Ease.Instant;
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[NonSerialized] public Util.EasingFunction.Function bgEaseFunc;
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[NonSerialized] public static readonly Color alarmColor = new Color(0.8627f, 0.3725f, 0.0313f);
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[NonSerialized] public double aStartBeat;
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[NonSerialized] public float aLength;
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[NonSerialized] public Color aStartColor, aEndColor;
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[NonSerialized] public Util.EasingFunction.Ease aEase = Util.EasingFunction.Ease.Instant;
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[NonSerialized] public Util.EasingFunction.Function aEaseFunc;
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private bool alarmBop = true;
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private void Awake()
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{
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can.gameObject.SetActive(false);
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aStartColor = aEndColor = alarmColor;
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
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cannerAnim.DoScaledAnimationAsync("CanEmpty", 0.5f);
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// SoundByte.PlayOneShotGame("cannery/can");
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SoundByte.PlayOneShot("nearMiss");
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}
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conveyorBeltAnim.DoNormalizedAnimation("Move", (conductor.songPositionInBeats / 2) % 1);
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// bg stuff
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float bgNormalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(bgStartBeat, bgLength));
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if (!double.IsNaN(bgNormalizedBeat)) {
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bgEaseFunc ??= Util.EasingFunction.GetEasingFunction(bgEase);
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bgCurrentSpeed = bgEaseFunc(bgStartSpeed, bgEndSpeed, bgNormalizedBeat);
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}
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bgCurrentTime = (bgCurrentTime + (Time.deltaTime * (bgCurrentSpeed / 10))) % 1;
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foreach (var anim in bgAnims) {
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anim.DoNormalizedAnimation("Scroll", bgCurrentTime);
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}
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// alarm color stuff
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float aNormalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(aStartBeat, aLength));
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Color newColor = alarmColor;
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if (!double.IsNaN(aNormalizedBeat)) {
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aEaseFunc ??= Util.EasingFunction.GetEasingFunction(aEase);
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float newR = aEaseFunc(aStartColor.r, aEndColor.r, aNormalizedBeat);
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float newG = aEaseFunc(aStartColor.g, aEndColor.g, aNormalizedBeat);
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float newB = aEaseFunc(aStartColor.b, aEndColor.b, aNormalizedBeat);
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newColor = new Color(newR, newG, newB);
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}
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alarmMat.SetColor("_ColorAlpha", newColor);
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}
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public override void OnPlay(double beat) => OnGameSwitch(beat);
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public override void OnStop(double beat) => OnGameSwitch(beat);
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public override void OnGameSwitch(double beat)
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{
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List<RiqEntity> events = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "cannery");
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List<RiqEntity> cans = events.FindAll(e => e.datamodel == "cannery/can" && beat > e.beat - 2 && beat < e.beat + 1);
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foreach (var can in cans) {
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SendCan(can.beat);
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}
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RiqEntity alarmEvent = events.FindLast(e => e.datamodel == "cannery/alarmColor" && e.beat < beat);
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if (alarmEvent != null) {
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var e = alarmEvent;
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AlarmColor(e.beat, e.length, e["startColor"], e["endColor"], e["ease"]);
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} else {
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AlarmColor(0, 0, alarmColor, alarmColor, (int)Util.EasingFunction.Ease.Instant);
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}
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RiqEntity bgEvent = events.FindLast(e => e.datamodel == "cannery/backgroundModifiers" && e.beat < beat);
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if (bgEvent != null) {
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var e = bgEvent;
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BackgroundModifiers(e.beat, e.length, e["startSpeed"], e["endSpeed"], e["ease"]);
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} else {
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BackgroundModifiers(0, 0, 10, 10, (int)Util.EasingFunction.Ease.Instant);
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}
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}
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public override void OnLateBeatPulse(double beat)
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{
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if (alarmBop) {
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alarmAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Bop(double beat, float length, bool auto, bool bop)
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{
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alarmBop = auto;
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if (bop) {
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < length; i++) {
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actions.Add(new(beat + i, delegate { alarmAnim.DoScaledAnimationAsync("Bop", 0.5f); }));
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}
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if (actions.Count > 0) BeatAction.New(this, actions);
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}
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}
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public void SendCan(double beat)
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{
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// do the ding animation on the beat
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BeatAction.New(this, new() { new(beat, delegate { dingAnim.DoScaledAnimationAsync("Ding", 0.5f); }) });
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Can newCan = Instantiate(can, transform);
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newCan.startBeat = beat;
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newCan.gameObject.SetActive(true);
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}
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public void Blackout()
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{
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blackout.SetActive(!blackout.activeSelf);
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}
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public void BackgroundModifiers(double beat, float length, float startSpeed, float endSpeed, int ease)
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{
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bgStartBeat = beat;
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bgLength = length;
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bgStartSpeed = startSpeed;
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bgEndSpeed = endSpeed;
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bgEase = (Util.EasingFunction.Ease)ease;
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bgEaseFunc = Util.EasingFunction.GetEasingFunction(bgEase);
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}
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public void AlarmColor(double beat, float length, Color startColor, Color endColor, int ease)
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{
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aStartBeat = beat;
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aLength = length;
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aStartColor = startColor;
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aEndColor = endColor;
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aEase = (Util.EasingFunction.Ease)ease;
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aEaseFunc = Util.EasingFunction.GetEasingFunction(aEase);
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}
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}
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}
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