HeavenStudio/Assets/Scripts/Games/TheDazzles/TheDazzles.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

671 lines
27 KiB
C#

using System.Collections;
using System.Linq;
using System;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrDazzlesLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("theDazzles", "The Dazzles", "9cfff7", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; TheDazzles.instance.Bop(e.beat, e.length, e["toggle2"], e["toggle"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("toggle2", true, "Bop", "Toggle if the dazzles should bop for the duration of this event."),
new Param("toggle", false, "Bop (Auto)", "Toggle if the dazzles should automatically bop until another Bop event is reached.")
}
},
new GameAction("crouch", "Crouch")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.")
}
},
new GameAction("crouchStretch", "Crouch (Stretchable)")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PreCrouch(e.beat, e.length, e["countIn"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("countIn", TheDazzles.CountInType.DS, "Count In Type", "Set if the count-in should be from Megamix, DS or random.")
}
},
new GameAction("poseThree", "Pose Horizontal")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"], e["toggle2"]); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseTwo", "Pose Vertical")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"], e["toggle2"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseSixDiagonal", "Pose Diagonal")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"], e["toggle2"]); },
defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseSixColumns", "Pose Rows")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"], e["toggle2"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("poseSix", "Pose Six")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"], e["toggle2"]); },
defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("customPose", "Custom Pose")
{
preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"], e["toggle2"]); },
defaultLength = 3f,
resizable = true,
parameters = new List<Param>()
{
new Param("upLeft", new EntityTypes.Float(0, 30f, 0f), "Up Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("upMiddle", new EntityTypes.Float(0, 30f, 1f), "Up Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("upRight", new EntityTypes.Float(0, 30f, 2f), "Up Right Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "Set how many beats after the event has started this girl will pose."),
new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "Set how many beats after the event has started the player will pose."),
new Param("toggle", false, "Stars", "Toggle if stars should appear when successfully posing."),
new Param("toggle2", true, "Cheer Sounds", "Toggle if cheering sounds should be played when successfully posing.")
}
},
new GameAction("forceHold", "Force Hold")
{
function = delegate { TheDazzles.instance.ForceHold(); },
defaultLength = 0.5f
},
},
new List<string>() {"ntr", "normal"},
"ntrboxshow", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_TheDazzles;
public class TheDazzles : Minigame
{
public struct PosesToPerform : IComparable<PosesToPerform>
{
// override object.Equals
public override bool Equals(object obj)
{
//
// See the full list of guidelines at
// http://go.microsoft.com/fwlink/?LinkID=85237
// and also the guidance for operator== at
// http://go.microsoft.com/fwlink/?LinkId=85238
//
if (obj == null || GetType() != obj.GetType())
{
return false;
}
// TODO: write your implementation of Equals() here
throw new System.NotImplementedException();
}
// override object.GetHashCode
public override int GetHashCode()
{
// TODO: write your implementation of GetHashCode() here
throw new System.NotImplementedException();
}
public int CompareTo(PosesToPerform other)
{
if (other == null) return 1;
return beat.CompareTo(other.beat);
}
public static bool operator > (PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) > 0;
}
public static bool operator <(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) < 0;
}
public static bool operator >=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) >= 0;
}
public static bool operator <=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) <= 0;
}
public static bool operator ==(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) == 0;
}
public static bool operator !=(PosesToPerform operand1, PosesToPerform operand2)
{
return operand1.CompareTo(operand2) != 0;
}
public int girlIndex;
public float beat;
}
public struct QueuedPose
{
public double beat;
public float length;
public float upLeftBeat;
public float upMiddleBeat;
public float upRightBeat;
public float downLeftBeat;
public float downMiddleBeat;
public float playerBeat;
public bool stars;
public bool cheer;
}
public struct QueuedCrouch
{
public double beat;
public float length;
public int countInType;
}
public enum CountInType
{
DS = 0,
Megamix = 1,
Random = 2,
}
public static TheDazzles instance;
[Header("Variables")]
bool canBop = true;
bool doingPoses = false;
bool shouldHold = false;
double crouchEndBeat;
static List<QueuedPose> queuedPoses = new List<QueuedPose>();
static List<QueuedCrouch> queuedCrouches = new List<QueuedCrouch>();
[Header("Components")]
[SerializeField] List<TheDazzlesGirl> npcGirls = new List<TheDazzlesGirl>();
[SerializeField] TheDazzlesGirl player;
[SerializeField] ParticleSystem poseEffect;
[SerializeField] ParticleSystem starsEffect;
public static PlayerInput.InputAction InputAction_TouchRelease =
new("NtrBoxshowTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
void OnDestroy()
{
if (queuedPoses.Count > 0) queuedPoses.Clear();
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
void Awake()
{
instance = this;
SetupBopRegion("theDazzles", "bop", "toggle");
}
public override void OnBeatPulse(double beat)
{
if (BeatIsInBopRegion(beat))
{
foreach (var girl in npcGirls)
{
girl.Bop();
}
player.Bop();
}
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (queuedPoses.Count > 0)
{
foreach (var pose in queuedPoses)
{
Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars, pose.cheer);
}
queuedPoses.Clear();
}
if (queuedCrouches.Count > 0)
{
foreach (var crouch in queuedCrouches)
{
CrouchStretchable(crouch.beat, crouch.length, crouch.countInType);
}
queuedCrouches.Clear();
}
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
player.Prepare(false);
SoundByte.PlayOneShotGame("theDazzles/miss");
foreach (var girl in npcGirls)
{
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
}
}
if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
{
if (doingPoses || PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
player.Pose(false, doingPoses);
SoundByte.PlayOneShotGame("theDazzles/miss");
if (doingPoses)
{
foreach (var girl in npcGirls)
{
girl.Ouch();
}
}
}
else
{
player.UnPrepare();
}
shouldHold = false;
}
if (PlayerInput.GetIsAction(InputAction_TouchRelease) && !GameManager.instance.autoplay)
{
player.UnPrepare();
shouldHold = false;
}
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && shouldHold && !GameManager.instance.autoplay)
{
if (doingPoses)
{
player.Pose(false);
SoundByte.PlayOneShotGame("theDazzles/miss");
foreach (var girl in npcGirls)
{
girl.Ouch();
}
}
else
{
player.UnPrepare();
}
shouldHold = false;
}
}
else if (!cond.isPlaying && !cond.isPaused)
{
if (queuedPoses.Count > 0) queuedPoses.Clear();
if (queuedCrouches.Count > 0) queuedCrouches.Clear();
}
}
public void Bop(double beat, float length, bool goBop, bool autoBop)
{
if (goBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
foreach (var girl in npcGirls)
{
girl.Bop();
}
player.Bop();
})
});
}
}
}
public void ForceHold()
{
shouldHold = true;
foreach (var girl in npcGirls)
{
girl.Prepare();
}
player.Prepare();
}
public static void PreCrouch(double beat, float length, int countInType)
{
float actualLength = length / 3;
int realCountInType = countInType;
if (countInType == (int)CountInType.Random) realCountInType = UnityEngine.Random.Range(0, 2);
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
switch (realCountInType)
{
case (int)CountInType.DS:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("theDazzles/holdDS3", beat, 1, 0.75f, false, 0.212f),
new MultiSound.Sound("theDazzles/holdDS2", beat + 1f * actualLength, 1, 0.75f, false, 0.242f),
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
});
break;
case (int)CountInType.Megamix:
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("theDazzles/hold3", beat, 1, 1, false, 0.267f),
new MultiSound.Sound("theDazzles/hold2", beat + 1f * actualLength, 1, 1, false, 0.266f),
new MultiSound.Sound("theDazzles/hold1", beat + 2f * actualLength, 1, 1, false, 0.019f),
});
break;
default:
break;
}
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
if (GameManager.instance.currentGame == "theDazzles")
{
instance.CrouchStretchable(beat, length, countInType);
}
else
{
queuedCrouches.Add(new QueuedCrouch { beat = beat, length = length, countInType = countInType });
}
}
public void CrouchStretchable(double beat, float length, int countInType)
{
float actualLength = length / 3;
crouchEndBeat = beat + length;
ScheduleInput(beat, 2f * actualLength, InputAction_BasicPress, JustCrouch, Nothing, Nothing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
npcGirls[1].canBop = false;
npcGirls[4].canBop = false;
npcGirls[1].Prepare();
npcGirls[4].Prepare();
}),
new BeatAction.Action(beat + 1f * actualLength, delegate
{
npcGirls[0].canBop = false;
npcGirls[3].canBop = false;
npcGirls[0].Prepare();
npcGirls[3].Prepare();
}),
new BeatAction.Action(beat + 2f * actualLength, delegate
{
npcGirls[2].canBop = false;
npcGirls[2].Prepare();
}),
});
}
public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
{
if (GameManager.instance.currentGame == "theDazzles")
{
instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars, cheer);
}
else
{
queuedPoses.Add(new QueuedPose { beat = beat, upLeftBeat = upLeftBeat, stars = stars, length = length,
downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat, cheer = cheer});
}
}
public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
{
if (stars)
{
ScheduleInput(beat, playerBeat, InputAction_FlickRelease, cheer ? JustPoseStars : JustPoseStarsNoCheer, MissPose, Nothing);
}
else
{
ScheduleInput(beat, playerBeat, InputAction_FlickRelease, cheer ? JustPose : JustPoseNoCheer, MissPose, Nothing);
}
double crouchBeat = beat - 1f;
if (crouchBeat < crouchEndBeat)
{
crouchBeat = crouchEndBeat - 1f;
}
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("theDazzles/crouch", crouchBeat),
}, forcePlay: true);
List<float> soundBeats = new List<float>()
{
upLeftBeat,
upMiddleBeat,
upRightBeat,
downLeftBeat,
downMiddleBeat,
};
List<float> soundsToRemove = new List<float>();
foreach (var sound in soundBeats)
{
if (sound == playerBeat) soundsToRemove.Add(sound);
}
if (soundsToRemove.Count > 0)
{
foreach (var sound in soundsToRemove)
{
soundBeats.Remove(sound);
}
}
soundBeats = soundBeats.Distinct().ToList();
List<MultiSound.Sound> soundsToPlay = new List<MultiSound.Sound>();
foreach (var sound in soundBeats)
{
soundsToPlay.Add(new MultiSound.Sound("theDazzles/pose", beat + sound));
}
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
List<PosesToPerform> posesToPerform = new List<PosesToPerform>()
{
new PosesToPerform { beat = upLeftBeat, girlIndex = 4},
new PosesToPerform { beat = upMiddleBeat, girlIndex = 3},
new PosesToPerform { beat = upRightBeat, girlIndex = 2},
new PosesToPerform { beat = downLeftBeat, girlIndex = 1},
new PosesToPerform { beat = downMiddleBeat, girlIndex = 0},
};
posesToPerform.Sort();
foreach(var pose in posesToPerform)
{
npcGirls[pose.girlIndex].StartReleaseBox(beat + pose.beat);
}
player.StartReleaseBox(beat + playerBeat);
List<BeatAction.Action> posesToDo = new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1f, delegate
{
foreach (var girl in npcGirls)
{
girl.canBop = false;
girl.Hold();
}
player.canBop = false;
player.Hold();
}),
new BeatAction.Action(beat, delegate
{
doingPoses = true;
}),
};
for (int i = 0; i < posesToPerform.Count; i++)
{
int index = posesToPerform[i].girlIndex;
posesToDo.Add(new BeatAction.Action(beat + posesToPerform[i].beat, delegate
{
npcGirls[index].Pose();
}));
}
posesToDo.Add(new BeatAction.Action(beat + playerBeat, delegate
{
doingPoses = false;
}));
posesToDo.Add(new BeatAction.Action(beat + length, delegate
{
foreach (var girl in npcGirls)
{
girl.EndPose();
}
player.EndPose();
}));
posesToDo.Add(new BeatAction.Action(beat + length + 0.1f, delegate
{
foreach (var girl in npcGirls)
{
girl.canBop = true;
}
player.canBop = true;
}));
BeatAction.New(instance, posesToDo);
}
void JustCrouch(PlayerActionEvent caller, float state)
{
player.canBop = false;
if (state >= 1f || state <= -1f)
{
player.Prepare();
return;
}
SuccessCrouch();
}
void SuccessCrouch()
{
player.Prepare();
}
void JustPose(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(false, true);
}
void JustPoseStars(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(true, true);
}
void JustPoseNoCheer(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(false, false);
}
void JustPoseStarsNoCheer(PlayerActionEvent caller, float state)
{
shouldHold = false;
SoundByte.PlayOneShotGame("theDazzles/pose");
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
if (state >= 1f || state <= -1f)
{
player.Pose();
return;
}
SuccessPose(true, false);
}
void SuccessPose(bool stars, bool cheer)
{
player.Pose();
if (cheer) SoundByte.PlayOneShotGame("theDazzles/applause");
foreach (var girl in npcGirls)
{
girl.currentEmotion = TheDazzlesGirl.Emotion.Happy;
}
player.currentEmotion = TheDazzlesGirl.Emotion.Happy;
if (stars)
{
starsEffect.Play();
SoundByte.PlayOneShotGame($"theDazzles/stars{UnityEngine.Random.Range(1, 6)}");
}
else poseEffect.Play();
}
void MissPose(PlayerActionEvent caller)
{
foreach (var girl in npcGirls)
{
if (girl.currentEmotion != TheDazzlesGirl.Emotion.Ouch) girl.currentEmotion = TheDazzlesGirl.Emotion.Angry;
}
player.hasOuched = true;
}
void Nothing(PlayerActionEvent caller) { }
}
}