HeavenStudio/Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs
2024-03-06 11:18:55 +09:00

188 lines
6.3 KiB
C#

using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbPowerCalligraphy
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("powerCalligraphy", "Power Calligraphy", "ffffff", false, false, new List<GameAction>()
{
new GameAction("re", "Re (レ)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.LetterType.re, e["prepare"]); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.LetterType.re); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
new GameAction("comma", "Comma (、)")
{
preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.LetterType.comma, e["prepare"]); },
function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.LetterType.comma); },
parameters = new List<Param>()
{
new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
},
defaultLength = 8f,
},
// new GameAction("write", "Write")
// {
// preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, e["type"], e["prepare"]); },
// function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, e["type"]); },
// parameters = new List<Param>()
// {
// new Param("type", PowerCalligraphy.LetterType.re, "Type", "Choose the letter to write."),
// new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
// },
// defaultLength = 8f,
// },
},
new List<string>() { "agb", "normal" }, "agbCalligraphy", "en", new List<string>() { }
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_PowerCalligraphy;
public class PowerCalligraphy : Minigame
{
[Header("Prefabs")]
[SerializeField] List<GameObject> basePapers = new List<GameObject>();
[Header("Components")]
public Transform paperHolder;
public Animator fudePosAnim;
public static Nullable<QueuedPaper> queuedPaper = null;
public enum LetterType
{
re,
comma,
chikara,
onore,
sun,
kokoro,
face,
face_korean,
}
public struct QueuedPaper
{
public double beat;
public int type;
}
public static PowerCalligraphy instance = null;
// Start is called before the first frame update
void Awake()
{
instance = this;
}
Writing nowPaper;
bool isPrepare = false;
void Update()
{
var cond = Conductor.instance;
if (!cond.isPlaying || cond.isPaused) return;
if (queuedPaper is not null)
{
Prepare(queuedPaper.Value.beat, queuedPaper.Value.type);
queuedPaper = null;
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
if (nowPaper.onGoing)
{
nowPaper.Fast();
ScoreMiss();
}
}
}
private void SpawnPaper(double beat, int type)
{
nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent<Writing>();
nowPaper.targetBeat = beat;
nowPaper.type = type;
nowPaper.Init();
nowPaper.gameObject.SetActive(true);
}
public void Write(double beat, int type)
{
if (!isPrepare) Prepare(beat, type);
nowPaper.Play();
isPrepare=false;
}
public void QueuePaper(double beat, int type, bool prepare)
{
if (GameManager.instance.currentGame != "powerCalligraphy" || prepare)
{
queuedPaper = new QueuedPaper()
{
beat = beat,
type = type,
};
}
else if(Conductor.instance.songPositionInBeats < beat)
{
BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat-1, delegate{ Prepare(beat, type);})
});
}
}
public void Prepare(double beat, int type)
{
SpawnPaper(beat, type);
fudePosAnim.Play(type switch {
(int)LetterType.re => "fudePos-re00",
(int)LetterType.comma => "fudePos-comma00",
(int)LetterType.chikara => "fudePos-chikara00",
(int)LetterType.onore => "fudePos-onore00",
(int)LetterType.sun => "fudePos-sun00",
(int)LetterType.kokoro => "fudePos-kokoro00",
(int)LetterType.face => "fudePos-face00",
(int)LetterType.face_korean => "fudePos-face_kr00",
});
isPrepare = true;
}
private void Success(PlayerActionEvent caller, float state)
{
}
private void Miss(PlayerActionEvent caller)
{
}
private void Empty(PlayerActionEvent caller) { }
bool CanSuccess()
{
return false;
}
}
}