HeavenStudio/Assets/Scripts/Games/DogNinja/DogNinja.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

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);
}
}
}