HeavenStudio/Assets/Scripts/Games/WorkingDough/WorkingDough.cs
Zeo e50e4e39e0
Mass Text Update (#615)
* Air Rally Text Update

* Blue Bear Text Update

* Board Meeting Text Update

* Built To Scale DS Text Update

also changed Air Rally's assetbundle tag from "normal" to "keep"

* Catchy Tune Text Update

also changed some minor wording in Board Meeting and Built To Scale DS

* Cheer Readers Text Update

* The Clappy Trio Text Update

* Coin Toss Text Update

* Crop Stomp Text Update

* DJ School Text Update

* Dog Ninja Text Update

* Double Date Text Update

* Drumming Practice Text Update

* Fan Club Text Update

* Fireworks Text Update

* Second Contact Text Update

* Flipper-Flop Text Update

also fix an error in Catchy Tune

* Fork Lifter Text Update

* Glee Club Text Update

* Karate Man Text Update

also minor updates to other games

* Kitties! Text Update

* Launch Party Text Update

* Lockstep Text Update

* Marching Orders Text Update

* Meat Grinder Text Update

also fixed an error in Second Contact

* Mr. Upbeat Text Update

* Munchy Monk Text Update

* Octopus Machine Text Update

* Pajama Party Text Update

* Quiz Show Text Update

also changed some wording in meat grinder

* Rhythm Rally Text Update

* Rhythm Somen Text Update

that was easy

* Rhythm Tweezers Text Update

* Ringside Text Update

* Rockers Text Update

this sucked

* Samurai Slice DS Text Update

* See Saw Text Update

* Sneaky Spirits Text Update

* Spaceball Text Update

* Space Dance Text Update

* Space Soccer Text Update

* Splashdown Text Update

* Tambourine Text Update

* Tap Trial Text Update

* Tap Troupe Text Update

* The Dazzles Text Update

* Toss Boys Text Update

* Tram & Pauline Text Update

also added translation for Fireworks

* Tunnel Text Update

* Wizard's Waltz Text Update

* Working Dough Text Update

* fix compiler errors

* fix editor offset bug(?)

* fix missing param in second contact

* Ball Redispense text

* remove space soccer swing

* Trick on the Class Text Update

* Non-Game Text Update

* fix pre-function sorting

* camera shake ease

* remove a bunch of prints

* rhythm tweezers bug fix

* Update Credits.txt

* ssds nop samurai bop

* swap order of shake properties

* Update FirstContact.cs

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00

601 lines
25 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlWorkingDoughLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("workingDough", "Working Dough", "000000", false, false, new List<GameAction>()
{
new GameAction("beat intervals", "Start Interval")
{
preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSetIntervalStart(e.beat, e.length, e["auto"]); },
defaultLength = 8f,
resizable = true,
parameters = new List<Param>()
{
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
}
},
new GameAction("small ball", "Small Ball")
{
defaultLength = 0.5f,
priority = 1,
},
new GameAction("big ball", "Big Ball")
{
defaultLength = 0.5f,
priority = 1,
parameters = new List<Param>()
{
new Param("hasGandw", false, "Mr. Game & Watch", "Toggle if Mr. Game & Watch should be riding on the ball.")
}
},
new GameAction("passTurn", "Pass Turn")
{
preFunction = delegate { WorkingDough.PrePassTurn(eventCaller.currentEntity.beat); },
preFunctionLength = 1
},
new GameAction("rise spaceship", "Rise Up Spaceship")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
defaultLength = 4f,
resizable = true,
priority = 0
},
new GameAction("launch spaceship", "Launch Spaceship")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
defaultLength = 4f,
resizable = true,
priority = 0
},
new GameAction("lift dough dudes", "Lift Dough Dudes")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.Elevate(e.beat, e.length, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Up", "Toggle if the dough dudes should go up or down.")
},
resizable = true,
priority = 0
},
new GameAction("instant lift", "Instant Lift")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantElevation(e["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", true, "Up", "Toggle if the dough dudes should go up or down.")
},
defaultLength = 0.5f,
priority = 0
},
new GameAction("mr game and watch enter or exit", "Mr. G&W Enter or Exit")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.GANDWEnterOrExit(e.beat, e.length, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
},
resizable = true,
priority = 0
},
new GameAction("instant game and watch", "Instant Mr. G&W Enter or Exit")
{
function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantGANDWEnterOrExit(e["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
},
defaultLength = 0.5f,
priority = 0
},
new GameAction("disableBG", "Toggle Background")
{
function = delegate { WorkingDough.instance.DisableBG(eventCaller.currentEntity["ship"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("ship", false, "Spaceship Only", "Toggle if the only the spaceship should be toggled.")
}
}
},
new List<string>() {"rvl", "repeat"},
"rvldough", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Jukebox;
using Scripts_WorkingDough;
public class WorkingDough : Minigame
{
[Header("Components")]
[SerializeField] GameObject doughDudesNPC; //Jump animations
public GameObject doughDudesPlayer; //Jump animations
[SerializeField] GameObject ballTransporterRightNPC; //Close and open animations
[SerializeField] GameObject ballTransporterLeftNPC; //Close and open animations
[SerializeField] GameObject ballTransporterRightPlayer; //Close and open animations
[SerializeField] GameObject ballTransporterLeftPlayer; //Close and open animations
[SerializeField] GameObject npcImpact;
public GameObject playerImpact;
[SerializeField] GameObject smallBallNPC;
[SerializeField] GameObject bigBallNPC;
[SerializeField] Transform ballHolder;
[SerializeField] SpriteRenderer arrowSRLeftNPC;
[SerializeField] SpriteRenderer arrowSRRightNPC;
[SerializeField] SpriteRenderer arrowSRLeftPlayer;
public SpriteRenderer arrowSRRightPlayer;
[SerializeField] GameObject NPCBallTransporters;
[SerializeField] GameObject PlayerBallTransporters;
[SerializeField] GameObject playerEnterSmallBall;
[SerializeField] GameObject playerEnterBigBall;
public GameObject missImpact;
public Transform breakParticleHolder;
public GameObject breakParticleEffect;
public Animator backgroundAnimator;
[SerializeField] Animator conveyerAnimator;
[SerializeField] GameObject smallBGBall;
[SerializeField] GameObject bigBGBall;
[SerializeField] Animator spaceshipAnimator;
[SerializeField] GameObject spaceshipLights;
[SerializeField] Animator doughDudesHolderAnim;
[SerializeField] Animator gandwAnim;
[SerializeField] private GameObject[] bgObjects;
[SerializeField] private GameObject shipObject;
private bool bgDisabled;
[Header("Variables")]
float risingLength = 4f;
double risingStartBeat;
float liftingLength = 4f;
double liftingStartBeat;
float gandMovingLength = 4f;
double gandMovingStartBeat;
public bool bigMode;
public bool bigModePlayer;
static List<double> passedTurns = new List<double>();
public bool spaceshipRisen = false;
public bool spaceshipRising = false;
bool liftingDoughDudes;
string liftingAnimName;
bool gandwHasEntered = true;
bool gandwMoving;
string gandwMovingAnimName;
[Header("Curves")]
[SerializeField] SuperCurveObject.Path[] ballBouncePaths;
new void OnDrawGizmos()
{
base.OnDrawGizmos();
foreach (SuperCurveObject.Path path in ballBouncePaths)
{
if (path.preview)
{
smallBallNPC.GetComponent<NPCDoughBall>().DrawEditorGizmo(path);
}
}
}
public SuperCurveObject.Path GetPath(string name)
{
foreach (SuperCurveObject.Path path in ballBouncePaths)
{
if (path.name == name)
{
return path;
}
}
return default(SuperCurveObject.Path);
}
[Header("Resources")]
public Sprite whiteArrowSprite;
public Sprite redArrowSprite;
public static WorkingDough instance;
const int IA_AltPress = IAMAXCAT;
protected static bool IA_TouchNrmPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& !instance.IsExpectingInputNow(InputAction_Alt);
}
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_Alt);
}
public static PlayerInput.InputAction InputAction_Nrm =
new("RvlDoughAlt", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadBasicPress, IA_TouchNrmPress, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_Alt =
new("RvlDoughAlt", new int[] { IA_AltPress, IA_AltPress, IA_AltPress },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
void Awake()
{
instance = this;
}
void Start()
{
conveyerAnimator.Play("ConveyerBelt", 0, 0);
doughDudesHolderAnim.Play("OnGround", 0, 0);
}
private bool shipOnly;
public void DisableBG(bool ship)
{
shipOnly = ship;
bgDisabled = !bgDisabled;
foreach (var bgObject in bgObjects)
{
bgObject.SetActive(!bgDisabled || shipOnly);
}
shipObject.SetActive(!bgDisabled && !shipOnly);
}
private List<RiqEntity> GetAllBallsInBetweenBeat(double beat, double endBeat)
{
List<RiqEntity> ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" });
List<RiqEntity> tempEvents = new();
foreach (var entity in ballEvents)
{
if (entity.beat >= beat && entity.beat < endBeat)
{
tempEvents.Add(entity);
}
}
return tempEvents;
}
private RiqEntity GetLastIntervalBeforeBeat(double beat)
{
List<RiqEntity> intervalEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "beat intervals" });
if (intervalEvents.Count == 0) return null;
var tempEvents = intervalEvents.FindAll(x => x.beat <= beat);
tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
return tempEvents[^1];
}
public void SetIntervalStart(double beat, double gameSwitchBeat, float interval = 8f, bool autoPassTurn = true)
{
List<RiqEntity> relevantBalls = GetAllBallsInBetweenBeat(beat, beat + interval);
bool hasBigBall = false;
foreach (var ball in relevantBalls)
{
bool isBig = ball.datamodel == "workingDough/big ball";
if (ball.beat >= gameSwitchBeat)
{
SpawnBall(ball.beat - 1, isBig, isBig && ball["hasGandw"]);
OnSpawnBall(ball.beat, isBig);
}
if (isBig) hasBigBall = true;
}
if (autoPassTurn)
{
PassTurn(beat + interval, interval, beat);
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate
{
bigMode = hasBigBall;
if (bigMode)
{
NPCBallTransporters.GetComponent<Animator>().Play("NPCGoBigMode", 0, 0);
}
if (!instance.ballTransporterLeftNPC.GetComponent<Animator>().IsPlayingAnimationNames("BallTransporterLeftOpened"))
{
instance.ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
instance.ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
if (instance.gandwHasEntered && !bgDisabled) instance.gandwAnim.Play("GANDWLeverUp", 0, 0);
}
}),
});
}
public static void PrePassTurn(double beat)
{
if (GameManager.instance.currentGame == "workingDough")
{
instance.PassTurnStandalone(beat);
}
else
{
passedTurns.Add(beat);
}
}
private void PassTurnStandalone(double beat)
{
RiqEntity lastInterval = GetLastIntervalBeforeBeat(beat);
if (lastInterval == null) return;
PassTurn(beat, lastInterval.length, lastInterval.beat);
}
private void PassTurn(double beat, double length, double startBeat)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate
{
ballTransporterRightPlayer.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
ballTransporterLeftPlayer.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
var relevantBallEvents = GetAllBallsInBetweenBeat(startBeat, startBeat + length);
if (relevantBallEvents.Count > 0)
{
bool hasBig = false;
foreach (var ball in relevantBallEvents)
{
double relativeBeat = ball.beat - startBeat;
bool isBig = ball.datamodel == "workingDough/big ball";
SpawnPlayerBall(beat + relativeBeat - 1, isBig, isBig ? ball["hasGandw"] : false);
if (isBig) hasBig = true;
}
bigModePlayer = hasBig;
if (bigModePlayer)
{
PlayerBallTransporters.GetComponent<Animator>().Play("PlayerGoBigMode", 0, 0);
}
}
}),
new BeatAction.Action(beat, delegate
{
if (gandwHasEntered && !bgDisabled) gandwAnim.Play("MrGameAndWatchLeverDown", 0, 0);
}),
new BeatAction.Action(beat + 1, delegate
{
if (beat + 1 > GetLastIntervalBeforeBeat(beat + 1).beat + GetLastIntervalBeforeBeat(beat + 1).length)
{
ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftClose", 0, 0);
ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightClose", 0, 0);
}
if (bigMode)
{
NPCBallTransporters.GetComponent<Animator>().Play("NPCExitBigMode", 0, 0);
bigMode = false;
}
}),
//Close player transporters
new BeatAction.Action(beat + length + 1, delegate
{
ballTransporterLeftPlayer.GetComponent<Animator>().Play("BallTransporterLeftClose", 0, 0);
ballTransporterRightPlayer.GetComponent<Animator>().Play("BallTransporterRightClose", 0, 0);
if (bigModePlayer)
{
PlayerBallTransporters.GetComponent<Animator>().Play("PlayerExitBigMode", 0, 0);
bigModePlayer = false;
}
}),
});
}
public void SpawnBall(double beat, bool isBig, bool hasGandw)
{
var objectToSpawn = isBig ? bigBallNPC : smallBallNPC;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<NPCDoughBall>();
spawnedBall.SetActive(true);
ballComponent.Init(beat, hasGandw);
BeatAction.New(instance, new List<BeatAction.Action>()
{
//Jump and play sound
new BeatAction.Action(beat, delegate { arrowSRLeftNPC.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftNPC.sprite = whiteArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { doughDudesNPC.GetComponent<Animator>().DoScaledAnimationAsync(isBig ? "BigDoughJump" :"SmallDoughJump", 0.5f); }),
new BeatAction.Action(beat + 1f, delegate { npcImpact.SetActive(true); }),
new BeatAction.Action(beat + 1.1f, delegate { npcImpact.SetActive(false); }),
new BeatAction.Action(beat + 1.9f, delegate { arrowSRRightNPC.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 2f, delegate { arrowSRRightNPC.sprite = whiteArrowSprite; }),
});
}
public void OnSpawnBall(double beat, bool isBig)
{
SoundByte.PlayOneShotGame(isBig ? "workingDough/hitBigOther" : "workingDough/hitSmallOther", beat);
SoundByte.PlayOneShotGame(isBig ? "workingDough/bigOther" : "workingDough/smallOther", beat);
}
public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw)
{
var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<PlayerEnterDoughBall>();
spawnedBall.SetActive(true);
ballComponent.Init(beat, isBig, hasGandw);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { arrowSRLeftPlayer.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftPlayer.sprite = whiteArrowSprite; }),
});
}
private struct QueuedInterval
{
public double beat;
public float interval;
public bool auto;
}
private static List<QueuedInterval> queuedIntervals = new();
public static void PreSetIntervalStart(double beat, float interval, bool auto)
{
if (GameManager.instance.currentGame == "workingDough")
{
// instance.ballTriggerSetInterval = false;
// beatInterval = interval;
instance.SetIntervalStart(beat, beat, interval, auto);
}
else
{
queuedIntervals.Add(new QueuedInterval
{
beat = beat,
interval = interval,
auto = auto
});
}
}
public override void OnGameSwitch(double beat)
{
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (queuedIntervals.Count > 0)
{
foreach (var interval in queuedIntervals)
{
SetIntervalStart(interval.beat, beat, interval.interval, interval.auto);
}
queuedIntervals.Clear();
}
}
}
void Update()
{
if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
if (liftingDoughDudes && !bgDisabled) doughDudesHolderAnim.DoScaledAnimation(liftingAnimName, liftingStartBeat, liftingLength);
if (gandwMoving && !bgDisabled) gandwAnim.DoScaledAnimation(gandwMovingAnimName, gandMovingStartBeat, gandMovingLength);
if (passedTurns.Count > 0)
{
foreach (var passTurn in passedTurns)
{
PassTurnStandalone(passTurn);
}
passedTurns.Clear();
}
if (PlayerInput.GetIsAction(InputAction_Nrm) && !IsExpectingInputNow(InputAction_Nrm))
{
doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
}
else if (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt))
{
doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
}
}
public void SpawnBGBall(double beat, bool isBig, bool hasGandw)
{
var objectToSpawn = isBig ? bigBGBall : smallBGBall;
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
var ballComponent = spawnedBall.GetComponent<BGBall>();
spawnedBall.SetActive(true);
ballComponent.Init(beat, hasGandw);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 9f, delegate { if (!spaceshipRisen && !bgDisabled) spaceshipAnimator.Play("AbsorbBall", 0, 0); }),
});
}
public void InstantElevation(bool isUp)
{
doughDudesHolderAnim.Play(isUp ? "InAir" : "OnGround", 0, 0);
}
public void Elevate(double beat, float length, bool isUp)
{
liftingAnimName = isUp ? "LiftUp" : "LiftDown";
liftingStartBeat = beat;
liftingLength = length;
liftingDoughDudes = true;
doughDudesHolderAnim.DoScaledAnimation(liftingAnimName, liftingStartBeat, liftingLength);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { liftingDoughDudes = false; }),
});
}
public void LaunchShip(double beat, float length)
{
if (bgDisabled) return;
spaceshipRisen = true;
if (!spaceshipLights.activeSelf)
{
spaceshipLights.SetActive(true);
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
}
spaceshipAnimator.Play("SpaceshipShake", 0, 0);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length, delegate { spaceshipAnimator.Play("SpaceshipLaunch", 0, 0); }),
new BeatAction.Action(beat + length, delegate { SoundByte.PlayOneShotGame("workingDough/LaunchRobot"); }),
});
}
public void RiseUpShip(double beat, float length)
{
if (bgDisabled) return;
spaceshipRisen = true;
spaceshipRising = true;
risingLength = length;
risingStartBeat = beat;
if (!spaceshipLights.activeSelf)
{
spaceshipLights.SetActive(true);
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
}
spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { spaceshipRising = false; }),
});
}
public void GANDWEnterOrExit(double beat, float length, bool shouldExit)
{
if (bgDisabled) return;
gandwMoving = true;
gandwHasEntered = false;
gandMovingLength = length;
gandMovingStartBeat = beat;
gandwMovingAnimName = shouldExit ? "GANDWLeave" : "GANDWEnter";
gandwAnim.DoScaledAnimation(gandwMovingAnimName, gandMovingStartBeat, gandMovingLength);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.1f, delegate { gandwMoving = false; }),
new BeatAction.Action(beat + length, delegate { gandwHasEntered = shouldExit ? false : true; }),
});
}
public void InstantGANDWEnterOrExit(bool shouldExit)
{
if (bgDisabled) return;
gandwAnim.Play(shouldExit ? "GANDWLeft" : "MrGameAndWatchLeverDown", 0, 0);
gandwHasEntered = shouldExit ? false : true;
}
}
}