HeavenStudio/Assets/Scripts/Games/SeeSaw/SeeSaw.cs
playinful 65a243fa68
Editor Sorting Fixes & Upgrades (#808)
* 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
2024-03-29 02:35:07 +00:00

993 lines
44 KiB
C#

using HeavenStudio.Util;
using System.Collections.Generic;
using UnityEngine;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlSeeSawLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("seeSaw", "See-Saw", "ffb4f7", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Bop(e.beat, e.length, e["bopSee"], e["bopSaw"], e["autoSee"], e["autoSaw"], e["strumSee"], e["strumSaw"]); },
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("bopSee", true, "See Bop", "Should see bop?"),
new Param("bopSaw", true, "Saw Bop", "Should saw bop?"),
new Param("autoSee", false, "See Bop (Auto)", "Should see auto bop?"),
new Param("autoSaw", false, "Saw Bop (Auto)", "Should saw auto bop?"),
new Param("strumSee", false, "See Strum", "Should see do the strum bop?"),
new Param("strumSaw", false, "Saw Strum", "Should saw do the strum bop?"),
}
},
new GameAction("longLong", "Long Long")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("longShort", "Long Short")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("shortLong", "Short Long")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("shortShort", "Short Short")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
}),
new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
}
},
new GameAction("choke", "Strum")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Choke(e.beat, e.length, e["see"], e["saw"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("see", true, "See", "Toggle if See will strum and explode."),
new Param("saw", true, "Saw", "Toggle if Saw will strum and explode.")
}
},
new GameAction("changeBgColor", "Background Appearance")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorFrom", SeeSaw.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
new Param("colorTo", SeeSaw.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
new Param("colorTo2", SeeSaw.defaultBGColorBottom, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("recolor", "Color Pallete")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.ChangeMappingColor(e["fill"], e["outline"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("outline", SeeSaw.defaultOtherColor, "Outline Color", "Set the color used for the outlines."),
new Param("fill", Color.white, "Fill Color", "Set the color used for the fill.")
}
}
},
new List<string>() {"rvl", "normal", "keep"},
"rvlseesaw", "en",
new List<string>() {"en"},
chronologicalSortKey: 3
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_SeeSaw;
using System;
using System.Linq;
public class SeeSaw : Minigame
{
private static Color _defaultBGColor;
public static Color defaultBGColor
{
get
{
ColorUtility.TryParseHtmlString("#FF00E4", out _defaultBGColor);
return _defaultBGColor;
}
}
private static Color _defaultBGColorBottom;
public static Color defaultBGColorBottom
{
get
{
ColorUtility.TryParseHtmlString("#FFB4F7", out _defaultBGColorBottom);
return _defaultBGColorBottom;
}
}
private static Color _defaultOtherColor;
public static Color defaultOtherColor
{
get
{
ColorUtility.TryParseHtmlString("#0A103C", out _defaultOtherColor);
return _defaultOtherColor;
}
}
[Header("Components")]
[SerializeField] Animator seeSawAnim;
[SerializeField] SeeSawGuy see;
[SerializeField] SeeSawGuy saw;
[SerializeField] ParticleSystem leftWhiteOrbs;
[SerializeField] ParticleSystem rightBlackOrbs;
//bg stuffs
[SerializeField] SpriteRenderer gradient;
[SerializeField] SpriteRenderer bgLow;
[SerializeField] SpriteRenderer bgHigh;
[SerializeField] SpriteRenderer[] recolors;
[Header("Properties")]
[NonSerialized] public bool sawShouldBop;
[NonSerialized] public bool seeShouldBop;
GameEvent bop = new GameEvent();
double bgColorStartBeat = -1;
float bgColorLength = 0;
Util.EasingFunction.Ease lastEase;
Color colorFrom;
Color colorTo;
Color colorFrom2;
Color colorTo2;
bool canPrepare = true;
public bool cameraMove = true;
[SerializeField] SuperCurveObject.Path[] jumpPaths;
[Header("Color Mapping")]
public Material MappingMaterial;
public static Color FillColor = Color.white;
public static Color OutlineColor = new Color(0.03921569f, 0.0627451f, 0.2352941f, 1);
private int currentJumpIndex;
private List<RiqEntity> allJumpEvents = new List<RiqEntity>();
public static SeeSaw instance;
private Sound _landSoundEnd;
private double _gameSwitchBeat;
private void Awake()
{
instance = this;
colorFrom = defaultBGColor;
colorTo = defaultBGColor;
colorFrom2 = defaultBGColorBottom;
colorTo2 = defaultBGColorBottom;
}
public override void OnPlay(double beat)
{
GrabJumpEvents(beat);
PersistColor(beat);
PersistColors(beat);
_gameSwitchBeat = beat;
}
public override void OnGameSwitch(double beat)
{
GrabJumpEvents(beat);
PersistColor(beat);
PersistColors(beat);
_gameSwitchBeat = beat;
}
private void OnDestroy()
{
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
if (_landSoundEnd != null) _landSoundEnd.Stop();
}
private void PersistColors(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "recolor" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
var e = allEventsBeforeBeat[^1];
ChangeMappingColor(e["fill"], e["outline"]);
}
else
{
ChangeMappingColor(Color.white, defaultOtherColor);
}
}
private void Start()
{
if (allJumpEvents.Count > 0 && allJumpEvents[0].datamodel is "seeSaw/shortLong" or "seeSaw/shortShort")
{
saw.anim.Play("GetUp_In", 0, 1);
saw.transform.position = saw.landInTrans.position;
}
MappingMaterial.SetColor("_ColorBravo", FillColor);
MappingMaterial.SetColor("_ColorDelta", OutlineColor);
foreach (var recolor in recolors)
{
recolor.color = OutlineColor;
}
}
new void OnDrawGizmos()
{
base.OnDrawGizmos();
foreach (SuperCurveObject.Path path in jumpPaths)
{
if (path.preview)
{
see.DrawEditorGizmo(path);
}
}
}
private void GrabJumpEvents(double beat)
{
var jumpEvents = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "longLong", "longShort", "shortLong", "shortShort" });
List<RiqEntity> tempEvents = new List<RiqEntity>();
for (int i = 0; i < jumpEvents.Count; i++)
{
if (jumpEvents[i].beat >= beat)
{
tempEvents.Add(jumpEvents[i]);
}
}
tempEvents.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
List<RiqEntity> tempEvents2 = new List<RiqEntity>();
if (tempEvents.Count > 1)
{
double goodBeat = tempEvents[0].beat + tempEvents[0].length;
for (int i = 1; i < tempEvents.Count; i++)
{
if (tempEvents[i].beat < goodBeat)
{
tempEvents2.Add(tempEvents[i]);
}
else
{
goodBeat = tempEvents[i].beat + tempEvents[i].length;
}
}
}
foreach (var jump in tempEvents2)
{
tempEvents.Remove(jump);
}
allJumpEvents = tempEvents;
}
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
}
}
private void BackgroundColorUpdate(Conductor cond)
{
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
bgHigh.color = new Color(newColorR, newColorG, newColorB);
gradient.color = new Color(newColorR, newColorG, newColorB);
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
bgLow.color = new Color(newColorR, newColorG, newColorB);
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
BackgroundColorUpdate(cond);
if (allJumpEvents.Count > 0 && !(see.dead || saw.dead))
{
if (currentJumpIndex < allJumpEvents.Count && currentJumpIndex >= 0)
{
if (currentJumpIndex == 0
|| allJumpEvents[currentJumpIndex].beat > allJumpEvents[currentJumpIndex - 1].length + ((allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort") ? 1 : 2))
{
bool inJump = DetermineStartLandInOrOut();
if (cond.songPositionInBeatsAsDouble >= allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2))
{
if (canPrepare && cond.songPositionInBeatsAsDouble < allJumpEvents[currentJumpIndex].beat)
{
float beatToJump = (float)allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2);
if (beatToJump >= _gameSwitchBeat) SoundByte.PlayOneShotGame("seeSaw/prepareHigh", beatToJump);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beatToJump, delegate { see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beatToJump); see.canBop = false; })
});
canPrepare = false;
}
}
}
}
}
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
if (seeShouldBop)
{
see.Bop();
}
if (sawShouldBop)
{
saw.Bop();
}
}
}
}
public static void ChangeMappingColor(Color colorFill, Color colorOutline)
{
OutlineColor = colorOutline;
FillColor = colorFill;
if (GameManager.instance.currentGame == "seeSaw")
{
instance.UpdateColors();
}
}
private void UpdateColors()
{
MappingMaterial.SetColor("_ColorBravo", FillColor);
MappingMaterial.SetColor("_ColorDelta", OutlineColor);
foreach (var recolor in recolors)
{
recolor.color = OutlineColor;
}
}
public void Choke(double beat, float length, bool seeChoke, bool sawChoke)
{
if (seeChoke) see.Choke(beat, length);
if (sawChoke) saw.Choke(beat, length);
}
public void Bop(double beat, float length, bool bopSee, bool bopSaw, bool autoSee, bool autoSaw, bool strumSee, bool strumSaw)
{
seeShouldBop = autoSee;
sawShouldBop = autoSaw;
see.strum = strumSee;
saw.strum = strumSaw;
if (bopSee || bopSaw)
{
List<BeatAction.Action> bops = new List<BeatAction.Action>();
for (int i = 0; i < length; i++)
{
bops.Add(new BeatAction.Action(beat + i, delegate
{
if (bopSaw)
{
saw.Bop();
}
if (bopSee)
{
see.Bop();
}
}));
}
BeatAction.New(instance, bops);
}
}
public void ChangeColor(double beat, float length, Color color1, Color color2, Color color3, Color color4, int ease)
{
bgColorStartBeat = beat;
bgColorLength = length;
colorFrom = color1;
colorTo = color2;
colorFrom2 = color3;
colorTo2 = color4;
lastEase = (Util.EasingFunction.Ease)ease;
}
public void LongLong(double beat, bool high, float height)
{
if (see.dead || saw.dead) return;
if (currentJumpIndex != 0)
{
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
{
return;
}
}
saw.canBop = false;
bool inJump = DetermineStartLandInOrOut();
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
canPrepare = false;
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
if (high)
{
see.Land(SeeSawGuy.LandType.Big, true);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherHighJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
new MultiSound.Sound("seeSaw/midAirShine", beat + 1),
});
}
else
{
see.Land(SeeSawGuy.LandType.Normal, false);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherLongJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
});
}
ScheduleInput(beat, 2f, InputAction_BasicPress, high ? JustLongHigh : JustLong, MissLong, Empty);
if (currentJumpIndex < allJumpEvents.Count)
{
if (currentJumpIndex >= 0)
{
currentJumpIndex++;
}
DetermineSawJump(beat, high, height);
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 4)
{
saw.canBop = true;
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 4);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3.75f, delegate { see.canBop = true; }),
new BeatAction.Action(beat + 4, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
});
}
}
}
public void LongShort(double beat, bool high, float height)
{
if (see.dead || saw.dead) return;
if (currentJumpIndex != 0)
{
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
{
return;
}
}
saw.canBop = false;
bool inJump = DetermineStartLandInOrOut();
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
canPrepare = false;
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
if (high)
{
see.Land(SeeSawGuy.LandType.Big, true);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherHighJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
new MultiSound.Sound("seeSaw/midAirShine", beat + 1),
});
}
else
{
see.Land(SeeSawGuy.LandType.Normal, false);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherLongJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
});
}
ScheduleInput(beat, 2f, InputAction_BasicPress, high ? JustShortHigh : JustShort, MissShort, Empty);
if (currentJumpIndex < allJumpEvents.Count)
{
if (currentJumpIndex >= 0)
{
currentJumpIndex++;
}
DetermineSawJump(beat, high, height);
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 3)
{
saw.canBop = true;
float beatLength = see.ShouldEndJumpOut() ? 4 : 3;
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }),
new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
});
}
}
}
public void ShortLong(double beat, bool high, float height)
{
if (see.dead || saw.dead) return;
if (currentJumpIndex != 0)
{
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
{
return;
}
}
saw.canBop = false;
bool inJump = DetermineStartLandInOrOut();
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
canPrepare = false;
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
if (high)
{
see.Land(SeeSawGuy.LandType.Big, false);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherHighJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
new MultiSound.Sound("seeSaw/midAirShine", beat + 0.5f),
});
}
else
{
see.Land(SeeSawGuy.LandType.Normal, false);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherShortJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
});
}
ScheduleInput(beat, 1f, InputAction_BasicPress, high ? JustLongHigh : JustLong, MissLong, Empty);
if (currentJumpIndex < allJumpEvents.Count)
{
if (currentJumpIndex >= 0)
{
currentJumpIndex++;
}
DetermineSawJump(beat, high, height);
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 3)
{
saw.canBop = true;
float beatLength = see.ShouldEndJumpOut() ? 3 : 2;
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }),
new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true; })
});
}
}
}
public void ShortShort(double beat, bool high, float height)
{
if (see.dead || saw.dead) return;
if (currentJumpIndex != 0)
{
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
{
return;
}
}
saw.canBop = false;
bool inJump = DetermineStartLandInOrOut();
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
canPrepare = false;
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
if (high)
{
see.Land(SeeSawGuy.LandType.Big, false);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherHighJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
new MultiSound.Sound("seeSaw/midAirShine", beat + 0.5f),
});
}
else
{
see.Land(SeeSawGuy.LandType.Normal, false);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("seeSaw/otherShortJump", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
});
}
ScheduleInput(beat, 1f, InputAction_BasicPress, high ? JustShortHigh : JustShort, MissShort, Empty);
if (currentJumpIndex < allJumpEvents.Count)
{
if (currentJumpIndex >= 0)
{
currentJumpIndex++;
}
DetermineSawJump(beat, high, height);
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 2)
{
saw.canBop = true;
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 2);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1.75f, delegate { see.canBop = true; }),
new BeatAction.Action(beat + 2, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true;})
});
}
}
}
private bool DetermineStartLandInOrOut()
{
bool inJump = allJumpEvents[currentJumpIndex].datamodel is "seeSaw/shortLong" or "seeSaw/shortShort";
if (!(currentJumpIndex + 1 >= allJumpEvents.Count))
{
if (allJumpEvents[currentJumpIndex + 1].beat == allJumpEvents[currentJumpIndex].beat + allJumpEvents[currentJumpIndex].length)
{
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/shortLong")
{
inJump = false;
}
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort")
{
inJump = true;
}
}
}
return inJump;
}
public SuperCurveObject.Path GetPath(string name)
{
foreach (SuperCurveObject.Path path in jumpPaths)
{
if (path.name == name)
{
return path;
}
}
return default(SuperCurveObject.Path);
}
void DetermineSeeJump(double beat, bool miss = false, bool high = false, float height = 0)
{
if (currentJumpIndex < 0) return;
if (allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/longLong" || allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/shortLong")
{
if (NextJumpEventIsOnBeat())
{
bool shouldHighJump = allJumpEvents[currentJumpIndex]["high"] || high;
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longLong" or "seeSaw/shortLong")
{
see.SetState(shouldHighJump ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, miss, height);
}
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort")
{
see.SetState(shouldHighJump ? SeeSawGuy.JumpState.HighOutIn : SeeSawGuy.JumpState.OutIn, beat, miss, height);
}
}
else
{
if (see.ShouldEndJumpOut())
{
see.SetState(SeeSawGuy.JumpState.EndJumpOut, beat, miss);
}
else
{
see.SetState(SeeSawGuy.JumpState.EndJumpIn, beat, miss);
}
}
}
else if (allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/longShort" || allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/shortShort")
{
if (NextJumpEventIsOnBeat())
{
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longLong" or "seeSaw/shortLong")
{
see.SetState(high ? SeeSawGuy.JumpState.HighInOut : SeeSawGuy.JumpState.InOut, beat, miss, height);
}
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort")
{
see.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, miss, height);
}
}
else
{
if (see.ShouldEndJumpOut())
{
see.SetState(SeeSawGuy.JumpState.EndJumpOut, beat, miss);
}
else
{
see.SetState(SeeSawGuy.JumpState.EndJumpIn, beat, miss);
}
}
}
}
void DetermineSawJump(double beat, bool high, float height)
{
if (currentJumpIndex >= 0)
{
if (allJumpEvents[currentJumpIndex - 1].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
{
if (currentJumpIndex < allJumpEvents.Count)
{
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
{
saw.SetState(high ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, false, height);
}
else
{
saw.SetState(high ? SeeSawGuy.JumpState.HighOutIn : SeeSawGuy.JumpState.OutIn, beat, false, height);
}
}
else
{
saw.SetState(high ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, false, height);
}
}
else
{
if (currentJumpIndex < allJumpEvents.Count)
{
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
{
saw.SetState(high ? SeeSawGuy.JumpState.HighInOut : SeeSawGuy.JumpState.InOut, beat, false, height);
}
else
{
saw.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, false, height);
}
}
else
{
saw.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, false, height);
}
}
}
}
bool NextJumpEventIsOnBeat()
{
return currentJumpIndex < allJumpEvents.Count && allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length;
}
public void SpawnOrbs(bool white, double beat)
{
ParticleSystem ps = null;
if (white)
{
ps = Instantiate(leftWhiteOrbs, leftWhiteOrbs.transform.parent);
}
else
{
ps = Instantiate(rightBlackOrbs, rightBlackOrbs.transform.parent);
}
ParticleSystem psChild = ps.transform.GetChild(1).GetComponent<ParticleSystem>();
psChild.SetAsyncScaling(0.65f);
ps.transform.GetChild(2).GetComponent<ParticleSystem>().SetAsyncScaling(0.5f);
psChild.transform.GetChild(1).GetComponent<ParticleSystem>().SetAsyncScaling(0.5f);
ps.PlayScaledAsync(0.65f);
}
public void JustLong(PlayerActionEvent caller, float state)
{
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
if (state <= -1f || state >= 1f)
{
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/ow");
saw.Land(SeeSawGuy.LandType.Barely, true);
DetermineSeeJump(caller.timer + caller.startBeat, true);
return;
}
DetermineSeeJump(caller.timer + caller.startBeat);
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
saw.Land(SeeSawGuy.LandType.Normal, false);
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
&& allJumpEvents[currentJumpIndex]["high"])
{
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
}
else
{
SoundByte.PlayOneShotGame("seeSaw/playerLongJump");
}
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong1");
SoundByte.PlayOneShotGame("seeSaw/just");
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong2", caller.timer + caller.startBeat + 1f, 1, 1, false, false, 0.0104166666f);
}
public void JustLongHigh(PlayerActionEvent caller, float state)
{
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
if (state <= -1f || state >= 1f)
{
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/ow");
saw.Land(SeeSawGuy.LandType.Barely, true);
DetermineSeeJump(caller.timer + caller.startBeat, true, true, allJumpEvents[currentJumpIndex - 1]["height"]);
return;
}
DetermineSeeJump(caller.timer + caller.startBeat, false, true, allJumpEvents[currentJumpIndex - 1]["height"]);
seeSawAnim.DoScaledAnimationAsync("Lightning", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/explosionBlack");
saw.Land(SeeSawGuy.LandType.Big, true);
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
&& allJumpEvents[currentJumpIndex]["high"])
{
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
}
else
{
SoundByte.PlayOneShotGame("seeSaw/playerLongJump");
}
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong1");
SoundByte.PlayOneShotGame("seeSaw/just");
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong2", caller.timer + caller.startBeat + 1f, 1, 1, false, false, 0.0104166666f);
}
public void MissLong(PlayerActionEvent caller)
{
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/miss");
saw.Land(SeeSawGuy.LandType.Miss, true);
DetermineSeeJump(caller.timer + caller.startBeat, true, allJumpEvents[currentJumpIndex - 1]["high"], allJumpEvents[currentJumpIndex - 1]["height"]);
}
public void JustShort(PlayerActionEvent caller, float state)
{
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
if (state <= -1f || state >= 1f)
{
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/ow");
saw.Land(SeeSawGuy.LandType.Barely, false);
DetermineSeeJump(caller.timer + caller.startBeat, true);
return;
}
DetermineSeeJump(caller.timer + caller.startBeat);
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
saw.Land(SeeSawGuy.LandType.Normal, false);
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
&& allJumpEvents[currentJumpIndex]["high"])
{
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
}
else
{
SoundByte.PlayOneShotGame("seeSaw/playerShortJump");
}
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort1");
SoundByte.PlayOneShotGame("seeSaw/just");
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort2", caller.timer + caller.startBeat + 0.5f);
}
public void JustShortHigh(PlayerActionEvent caller, float state)
{
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
if (state <= -1f || state >= 1f)
{
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/ow");
saw.Land(SeeSawGuy.LandType.Barely, false);
DetermineSeeJump(caller.timer + caller.startBeat, true, true, allJumpEvents[currentJumpIndex - 1]["height"]);
return;
}
DetermineSeeJump(caller.timer + caller.startBeat, false, true, allJumpEvents[currentJumpIndex - 1]["height"]);
seeSawAnim.DoScaledAnimationAsync("Lightning", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/explosionWhite");
saw.Land(SeeSawGuy.LandType.Big, false);
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
&& allJumpEvents[currentJumpIndex]["high"])
{
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
}
else
{
SoundByte.PlayOneShotGame("seeSaw/playerShortJump");
}
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort1");
SoundByte.PlayOneShotGame("seeSaw/just");
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort2", caller.timer + caller.startBeat + 0.5f);
}
public void MissShort(PlayerActionEvent caller)
{
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
SoundByte.PlayOneShotGame("seeSaw/miss");
saw.Land(SeeSawGuy.LandType.Miss, false);
DetermineSeeJump(caller.timer + caller.startBeat, true, allJumpEvents[currentJumpIndex - 1]["high"], allJumpEvents[currentJumpIndex - 1]["height"]);
}
public void Empty(PlayerActionEvent caller) { }
}
}