e50e4e39e0
* 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>
393 lines
16 KiB
C#
393 lines
16 KiB
C#
using NaughtyBezierCurves;
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.InputSystem;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using TMPro;
|
|
|
|
namespace HeavenStudio.Games.Loaders
|
|
{
|
|
using static Minigames;
|
|
public static class NtrDogNinjaLoader
|
|
{
|
|
public static Minigame AddGame(EventCaller eventCaller)
|
|
{
|
|
return new Minigame("dogNinja", "Dog Ninja", "554899", false, false, new List<GameAction>()
|
|
{
|
|
new GameAction("Bop", "Bop")
|
|
{
|
|
function = delegate { DogNinja.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"], eventCaller.currentEntity["toggle"]); },
|
|
resizable = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Bop", "Toggle if Dog Ninja should bop for the duration of this event."),
|
|
new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
|
|
}
|
|
},
|
|
new GameAction("Prepare", "Prepare")
|
|
{
|
|
function = delegate { DogNinja.instance.Prepare(eventCaller.currentEntity.beat); },
|
|
defaultLength = 0.5f,
|
|
},
|
|
new GameAction("ThrowObject", "Throw Object")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], false); },
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, e["direction"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"]); },
|
|
defaultLength = 2,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."),
|
|
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."),
|
|
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."),
|
|
new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."),
|
|
new Param("muteThrow", false, "Mute", "Toggle if the cue should be muted. This only applies when the cue is started from another game."),
|
|
},
|
|
},
|
|
new GameAction("CutEverything", "Mister Eagle's Sign")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
|
|
defaultLength = 0.5f,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in and out."),
|
|
new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.")
|
|
}
|
|
},
|
|
new GameAction("HereWeGo", "Here We Go!")
|
|
{
|
|
function = delegate { DogNinja.instance.HereWeGo(eventCaller.currentEntity.beat); },
|
|
defaultLength = 2,
|
|
inactiveFunction = delegate { DogNinja.HereWeGoInactive(eventCaller.currentEntity.beat); },
|
|
preFunctionLength = 1,
|
|
},
|
|
|
|
// these are still here for backwards-compatibility but are hidden in the editor
|
|
new GameAction("ThrowObjectLeft", "Throw Object Left")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
|
|
defaultLength = 2,
|
|
hidden = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
|
|
},
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 0, e["type"], 0, true, false);},
|
|
},
|
|
new GameAction("ThrowObjectRight", "Throw Object Right")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
|
|
defaultLength = 2,
|
|
hidden = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("type", DogNinja.ObjectType.Random, "Object", "The object to be thrown"),
|
|
},
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 1, 0, e["type"], true, false);},
|
|
},
|
|
new GameAction("ThrowObjectBoth", "Throw Object Both")
|
|
{
|
|
function = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
|
|
defaultLength = 2,
|
|
hidden = true,
|
|
parameters = new List<Param>()
|
|
{
|
|
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "The object on the left to be thrown"),
|
|
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object on the right to be thrown"),
|
|
},
|
|
inactiveFunction = delegate { var e = eventCaller.currentEntity; DogNinja.QueueObject(e.beat, 2, e["typeL"], e["typeR"], true, false);},
|
|
},
|
|
},
|
|
new List<string>() { "ntr", "normal" },
|
|
"ntrninja", "en",
|
|
new List<string>() { }
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
using Scripts_DogNinja;
|
|
public class DogNinja : Minigame
|
|
{
|
|
static List<QueuedThrow> queuedThrows = new List<QueuedThrow>();
|
|
struct QueuedThrow
|
|
{
|
|
public double beat;
|
|
public int direction;
|
|
public int typeL;
|
|
public int typeR;
|
|
public string sfxNumL;
|
|
public string sfxNumR;
|
|
}
|
|
|
|
[Header("Animators")]
|
|
public Animator DogAnim; // dog misc animations
|
|
public Animator BirdAnim; // bird flying in and out
|
|
|
|
[Header("References")]
|
|
[SerializeField] GameObject ObjectBase;
|
|
[SerializeField] GameObject FullBird;
|
|
[SerializeField] SpriteRenderer WhichObject;
|
|
public SpriteRenderer WhichLeftHalf;
|
|
public SpriteRenderer WhichRightHalf;
|
|
[SerializeField] TMP_Text cutEverythingText;
|
|
|
|
[Header("Curves")]
|
|
[SerializeField] BezierCurve3D CurveFromLeft;
|
|
[SerializeField] BezierCurve3D CurveFromRight;
|
|
|
|
[SerializeField] Sprite[] ObjectTypes;
|
|
|
|
private bool birdOnScreen = false;
|
|
private const string sfxNum = "dogNinja/";
|
|
|
|
public static DogNinja instance;
|
|
|
|
public enum ObjectDirection
|
|
{
|
|
Left,
|
|
Right,
|
|
Both,
|
|
}
|
|
|
|
public enum ObjectType
|
|
{
|
|
Random, // random fruit
|
|
Apple, // fruit
|
|
Broccoli, // fruit
|
|
Carrot, // fruit
|
|
Cucumber, // fruit
|
|
Pepper, // fruit
|
|
Potato, // fruit
|
|
Bone, // bone
|
|
Pan, // pan
|
|
Tire, // tire
|
|
// custom objects that aren't in the og game
|
|
AirBatter,
|
|
Karateka,
|
|
IaiGiriGaiden,
|
|
ThumpFarm,
|
|
BattingShow,
|
|
MeatGrinder,
|
|
Idol,
|
|
TacoBell,
|
|
//YaseiNoIkiG3M4,
|
|
}
|
|
|
|
protected static bool IA_PadAny(out double dt)
|
|
{
|
|
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|
|
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
|
|
}
|
|
|
|
public static PlayerInput.InputAction InputAction_Press =
|
|
new("NtrNinjaPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
|
|
IA_PadAny, IA_TouchFlick, IA_BatonBasicPress);
|
|
public static PlayerInput.InputAction InputAction_TouchPress =
|
|
new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAPressCat, IAEmptyCat },
|
|
IA_Empty, IA_TouchBasicPress, IA_Empty);
|
|
public static PlayerInput.InputAction InputAction_TouchRelease =
|
|
new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
|
|
IA_Empty, IA_TouchBasicRelease, IA_Empty);
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
SetupBopRegion("dogNinja", "Bop", "auto");
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
|
{
|
|
if (queuedThrows.Count > 0) queuedThrows.Clear();
|
|
}
|
|
foreach (var evt in scheduledInputs)
|
|
{
|
|
evt.Disable();
|
|
}
|
|
}
|
|
|
|
public override void OnBeatPulse(double beat)
|
|
{
|
|
if (!BeatIsInBopRegion(beat)) return;
|
|
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (DogAnim.GetBool("needPrepare") && DogAnim.IsAnimationNotPlaying())
|
|
{
|
|
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
|
DogAnim.SetBool("needPrepare", true);
|
|
}
|
|
|
|
if (PlayerInput.GetIsAction(InputAction_TouchPress) && !GameManager.instance.autoplay)
|
|
{
|
|
DogAnim.SetBool("needPrepare", true);
|
|
DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
|
}
|
|
if (PlayerInput.GetIsAction(InputAction_TouchRelease) && (!IsExpectingInputNow(InputAction_Press)) && (!GameManager.instance.autoplay))
|
|
{
|
|
DogAnim.SetBool("needPrepare", false);
|
|
DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
|
|
}
|
|
|
|
if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press))
|
|
{
|
|
System.Random rd = new System.Random();
|
|
string slice;
|
|
int LorR = rd.Next(0, 2);
|
|
if (LorR < 1)
|
|
{
|
|
slice = "WhiffRight";
|
|
}
|
|
else
|
|
{
|
|
slice = "WhiffLeft";
|
|
}
|
|
|
|
DogAnim.DoScaledAnimationAsync(slice, 0.5f);
|
|
SoundByte.PlayOneShotGame("dogNinja/whiff");
|
|
DogAnim.SetBool("needPrepare", false);
|
|
}
|
|
|
|
if (queuedThrows.Count > 0)
|
|
{
|
|
foreach (var obj in queuedThrows) { ThrowObject(obj.beat, obj.direction, obj.typeL, obj.typeR, obj.sfxNumL, obj.sfxNumR); }
|
|
queuedThrows.Clear();
|
|
}
|
|
}
|
|
|
|
public void Bop(double beat, float length, bool auto, bool bop)
|
|
{
|
|
if (!bop) return;
|
|
List<BeatAction.Action> actions = new();
|
|
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
actions.Add(new(beat + i, delegate { DogAnim.DoScaledAnimationAsync("Bop", 0.5f); }));
|
|
}
|
|
|
|
if (actions.Count > 0) BeatAction.New(this, actions);
|
|
}
|
|
|
|
public static void QueueObject(double beat, int direction, int typeL, int typeR, bool prepare, bool muteThrow)
|
|
{
|
|
int ObjSprite = 1;
|
|
if (typeL == 0 || typeR == 0)
|
|
{
|
|
// random object code. it makes a random number from 1-7 and sets that as the sprite
|
|
System.Random rd = new System.Random();
|
|
ObjSprite = rd.Next(1, 7);
|
|
}
|
|
|
|
string sfxNumL = "dogNinja/";
|
|
if (direction is 0 or 2)
|
|
{
|
|
sfxNumL += typeL < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeL);
|
|
if (typeL == 0) typeL = ObjSprite;
|
|
if (!muteThrow) SoundByte.PlayOneShotGame(sfxNumL + "1", forcePlay: true);
|
|
}
|
|
|
|
string sfxNumR = "dogNinja/";
|
|
if (direction is 1 or 2)
|
|
{
|
|
sfxNumR += typeR < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), typeR);
|
|
if (typeR == 0) typeR = ObjSprite;
|
|
if (!(direction == 2 && typeL == typeR) && !muteThrow) SoundByte.PlayOneShotGame(sfxNumR + "1", forcePlay: true);
|
|
}
|
|
|
|
queuedThrows.Add(new QueuedThrow()
|
|
{
|
|
beat = beat,
|
|
direction = direction,
|
|
typeL = typeL,
|
|
typeR = typeR,
|
|
sfxNumL = sfxNumL,
|
|
sfxNumR = sfxNumR,
|
|
});
|
|
|
|
prepare = prepare && (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay);
|
|
if (prepare) DogNinja.instance.DogAnim.SetBool("needPrepare", true);
|
|
}
|
|
|
|
public void ThrowObject(double beat, int direction, int typeL, int typeR, string sfxNumL, string sfxNumR)
|
|
{
|
|
// instantiate a game object and give it its variables
|
|
if (direction is 0 or 2)
|
|
{
|
|
WhichObject.sprite = ObjectTypes[typeL];
|
|
ThrowObject ObjectL = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
|
|
ObjectL.startBeat = beat;
|
|
ObjectL.curve = CurveFromLeft;
|
|
ObjectL.fromLeft = true;
|
|
ObjectL.direction = direction;
|
|
ObjectL.type = typeL;
|
|
ObjectL.sfxNum = sfxNumL;
|
|
if (direction == 2) ObjectL.shouldSfx = (typeL == typeR);
|
|
}
|
|
|
|
if (direction is 1 or 2)
|
|
{
|
|
WhichObject.sprite = ObjectTypes[typeR];
|
|
ThrowObject ObjectR = Instantiate(ObjectBase, gameObject.transform).GetComponent<ThrowObject>();
|
|
ObjectR.startBeat = beat;
|
|
ObjectR.curve = CurveFromRight;
|
|
ObjectR.fromLeft = false;
|
|
ObjectR.direction = direction;
|
|
ObjectR.type = typeR;
|
|
ObjectR.sfxNum = sfxNumR;
|
|
if (direction == 2) ObjectR.shouldSfx = !(typeL == typeR);
|
|
}
|
|
}
|
|
|
|
public void CutEverything(double beat, bool sound, string customText)
|
|
{
|
|
// plays one anim with sfx when it's not on screen, plays a different anim with no sfx when on screen. ez
|
|
if (!birdOnScreen)
|
|
{
|
|
FullBird.SetActive(true);
|
|
if (sound)
|
|
{
|
|
SoundByte.PlayOneShotGame(sfxNum + "bird_flap");
|
|
}
|
|
BirdAnim.Play("FlyIn", 0, 0);
|
|
birdOnScreen = true;
|
|
cutEverythingText.text = customText;
|
|
}
|
|
else
|
|
{
|
|
BirdAnim.Play("FlyOut", 0, 0);
|
|
birdOnScreen = false;
|
|
}
|
|
}
|
|
|
|
public void Prepare(double beat)
|
|
{
|
|
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.PlayerHasControl()) return;
|
|
if (!DogAnim.GetBool("needPrepare")) DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
|
DogAnim.SetBool("needPrepare", true);
|
|
}
|
|
|
|
public void HereWeGo(double beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound(sfxNum+"here", beat),
|
|
new MultiSound.Sound(sfxNum+"we", beat + 0.5f),
|
|
new MultiSound.Sound(sfxNum+"go", beat + 1f)
|
|
}, forcePlay: true);
|
|
}
|
|
|
|
public static void HereWeGoInactive(double beat)
|
|
{
|
|
DogNinja.instance.HereWeGo(beat);
|
|
}
|
|
}
|
|
}
|