65a243fa68
* ready to pr i think Fixed Alphabetical Sorting. Fixed Chronological Sorting by adding a sorting value to every minigame. Added Sort By Usage. * i accidentally removed a bunch of work from yall oops this should fix that i think
372 lines
15 KiB
C#
372 lines
15 KiB
C#
using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrDogNinjaLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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RiqEntity ObjectUpdater(string datamodel, RiqEntity e)
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{
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if (datamodel == "dogNinja/ThrowObject" && e.version == 0)
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{
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e["diffObjs"] = e["direction"] == 2 && e["typeL"] != e["typeR"];
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e["type"] = e["direction"] is 0 or 2 ? (int)e["typeL"] : e["typeR"];
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e.version = 1;
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return e;
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}
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return null;
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}
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// // Beatmap.Entities isn't available in a riqentity updater...
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// RiqEntity BirdUpdater(string datamodel, RiqEntity e)
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// {
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// if (datamodel == "dogNinja/CutEverything" && e.version == 0)
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// {
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// RiqEntity nextBird = eventCaller.gameManager.Beatmap.Entities.Find(c => c.datamodel is "dogNinja/CutEverything" && c.beat > e.beat);
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// if (nextBird != null) nextBird.datamodel = "dogNinja/DELETE THIS";
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// e.length = nextBird != null ? (float)(nextBird.beat - e.beat) : 4;
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// e.version = 1;
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// return e;
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// }
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// return null;
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// }
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RiqBeatmap.OnUpdateEntity += ObjectUpdater;
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// RiqBeatmap.OnUpdateEntity += BirdUpdater;
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return new Minigame("dogNinja", "Dog Ninja", "554899", false, false, new List<GameAction>()
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{
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new GameAction("Bop", "Bop")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
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instance.Bop(e.beat, e.length, e["auto"], e["toggle"]);
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}
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},
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Toggle if Dog Ninja should bop for the duration of this event."),
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new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
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}
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},
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new GameAction("Prepare", "Prepare")
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{
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function = delegate {
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
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instance.DoPrepare();
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}
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},
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defaultLength = 0.5f,
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},
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new GameAction("ThrowObject", "Throw Object")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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DogNinja.QueueObject(e.beat, e["direction"], e["diffObjs"], e["type"], e["typeL"], e["typeR"], e["shouldPrepare"], e["muteThrow"], e);
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},
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defaultLength = 2,
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parameters = new List<Param>()
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{
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new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."),
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new Param("diffObjs", false, "Different Objects", "Toggle if the sides should be different.", new() {
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new((x, _) => (bool)x, "typeL", "typeR"),
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new((x, _) => !(bool)x, "type"),
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}),
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new Param("type", DogNinja.ObjectType.Random, "Object", "Choose the object to be thrown."),
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new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."),
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new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."),
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new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."),
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new Param("muteThrow", false, "Mute", "Toggle if the cue should be muted. This only applies when the cue is started from another game."),
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},
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},
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new GameAction("CutEverything", "Mister Eagle's Sign")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.minigameObj.TryGetComponent(out DogNinja instance)) {
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instance.CutEverything(e.beat, e.length, e["toggle"], e["text"]);
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}
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},
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in."),
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new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.")
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}
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},
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new GameAction("HereWeGo", "Here We Go!")
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{
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preFunction = delegate { DogNinja.HereWeGo(eventCaller.currentEntity.beat); },
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defaultLength = 2,
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preFunctionLength = 1,
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},
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},
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new List<string>() { "ntr", "normal" },
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"ntrninja", "en",
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new List<string>() { },
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chronologicalSortKey: 23
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Jukebox;
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using Scripts_DogNinja;
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public class DogNinja : Minigame
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{
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private struct QueuedThrow
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{
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public int[] types;
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public string sfxNumL, sfxNumR;
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}
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[Header("Animators")]
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public Animator DogAnim; // dog misc animations
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public Animator BirdAnim; // bird flying in and out
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[Header("References")]
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[SerializeField] ThrowObject ObjectBase;
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[SerializeField] SpriteRenderer WhichObject;
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[SerializeField] TMP_Text CutEverythingText;
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[SerializeField] Sprite[] ObjectTypes;
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private bool autoBop = true;
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public bool queuePrepare;
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public bool preparing;
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public enum ObjectDirection
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{
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Left,
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Right,
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Both,
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}
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public enum ObjectType : int
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{
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Random, // random fruit
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Apple, // fruit
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Broccoli, // fruit
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Carrot, // fruit
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Cucumber, // fruit
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Pepper, // fruit
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Potato, // fruit
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Bone, // bone
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Pan, // pan
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Tire, // tire
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// custom objects that aren't in the og game
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AirBatter,
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Karateka,
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IaiGiriGaiden,
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ThumpFarm,
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BattingShow,
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MeatGrinder,
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Idol,
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TacoBell,
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//YaseiNoIkiG3M4,
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}
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protected static bool IA_PadAny(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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public static PlayerInput.InputAction InputAction_Press =
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new("NtrNinjaPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
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IA_PadAny, IA_TouchFlick, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_TouchPress =
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new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAPressCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicPress, IA_Empty);
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public static PlayerInput.InputAction InputAction_TouchRelease =
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new("NtrNinjaTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicRelease, IA_Empty);
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public override void OnLateBeatPulse(double beat)
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{
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if (autoBop && !preparing && !queuePrepare && (DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Idle"))) {
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DogAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public override void OnPlay(double beat)
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{
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foreach (var e in gameManager.Beatmap.Entities.FindAll(e => e.datamodel is "dogNinja/ThrowObject" && beat > e.beat && beat < e.beat + 1))
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{
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DogAnim.Play("Prepare", 0, 1);
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preparing = true;
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QueueObject(e.beat, e["direction"], e["diffObjs"], e["type"], e["typeL"], e["typeR"], e["shouldPrepare"], true, e);
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}
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}
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public override void OnGameSwitch(double beat)
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{
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foreach (var e in gameManager.Beatmap.Entities.FindAll(e => e.datamodel is "dogNinja/ThrowObject" && beat >= e.beat - 2 && beat < e.beat + 1))
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{
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QueuedThrow t = e["throwData"];
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bool shouldPrepare = e["shouldPrepare"];
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if (beat > e.beat) {
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shouldPrepare = false;
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DogAnim.Play("Prepare", 0, 1);
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preparing = true;
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}
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ThrowObject(e.beat, e["direction"], shouldPrepare, t.types, t.sfxNumL, t.sfxNumR);
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}
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}
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private void Update()
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{
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// prepare queuing stuff
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if (queuePrepare && !preparing && (DogAnim.IsAnimationNotPlaying() || DogAnim.IsPlayingAnimationNames("Bop")))
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{
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DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
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preparing = true;
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queuePrepare = false;
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}
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// controls stuff
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if (PlayerInput.GetIsAction(InputAction_TouchPress) && !GameManager.instance.autoplay)
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{
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// queuePrepare = true;
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DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
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preparing = true;
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}
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if (PlayerInput.GetIsAction(InputAction_TouchRelease) && (!IsExpectingInputNow(InputAction_Press)) && (!GameManager.instance.autoplay))
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{
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StopPrepare();
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DogAnim.DoScaledAnimationAsync("Unprepare", 0.5f);
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}
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if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press))
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{
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string slice = UnityEngine.Random.Range(0, 1f) < 0.5f ? "WhiffRight" : "WhiffLeft";
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DogAnim.DoScaledAnimationAsync(slice, 0.5f);
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SoundByte.PlayOneShotGame("dogNinja/whiff");
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StopPrepare();
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}
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}
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public void Bop(double beat, float length, bool auto, bool bop)
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{
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autoBop = auto;
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if (!bop) return;
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < length; i++) {
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actions.Add(new(beat + i, delegate { DogAnim.DoScaledAnimationAsync("Bop", 0.5f); }));
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}
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if (actions.Count > 0) BeatAction.New(this, actions);
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}
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public static void QueueObject(double beat, int direction, bool diffObjs, int type, int typeL, int typeR, bool prepare, bool muteThrow, RiqEntity e)
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{
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int randomObj = 1;
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int[] types = diffObjs ? new[] { typeL, typeR } : new[] { type, type };
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string[] sfxNums = new string[2];
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for (int i = 0; i < 2; i++)
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{
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if (types[i] == 0 && (diffObjs || i == 0)) randomObj = UnityEngine.Random.Range((int)ObjectType.Apple, (int)ObjectType.Potato + 1);
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if (types[i] == 0) types[i] = randomObj;
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sfxNums[i] = "dogNinja/" + (types[i] < 7 ? "fruit" : Enum.GetName(typeof(ObjectType), types[i]));
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}
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if (!muteThrow) {
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for (int i = 0; i < (direction == 2 && diffObjs ? 2 : 1); i++) {
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SoundByte.PlayOneShotGame(sfxNums[i] + "1", beat, forcePlay: true);
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}
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}
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if (GameManager.instance.minigame is DogNinja instance) {
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instance.ThrowObject(beat, direction, prepare, types, sfxNums[0], sfxNums[1]);
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} else {
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var queuedThrow = new QueuedThrow() {
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types = types,
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sfxNumL = sfxNums[0],
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sfxNumR = sfxNums[1],
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};
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// funny static variable workaround :)
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if (!e.dynamicData.TryAdd("throwData", queuedThrow)) {
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e["throwData"] = queuedThrow;
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}
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}
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}
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public void ThrowObject(double beat, int direction, bool prepare, int[] types, string sfxNumL, string sfxNumR)
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{
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if (prepare) {
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BeatAction.New(this, new() {
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new(beat, () => queuePrepare = PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
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});
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}
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for (int i = 0; i < (direction == 2 ? 2 : 1); i++)
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{
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bool l = direction is 2 ? i == 0 : direction == 0;
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WhichObject.sprite = ObjectTypes[l ? types[0] : types[1]];
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ThrowObject obj = Instantiate(ObjectBase, transform);
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obj.startBeat = beat;
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obj.direction = direction;
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obj.fromLeft = l;
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obj.type = l ? types[0] : types[1];
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obj.sfxNum = l ? sfxNumL : sfxNumR;
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if (direction == 2) obj.shouldSfx = l == (types[0] == types[1]);
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}
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}
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public void CutEverything(double beat, float length, bool sound, string customText)
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{
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if (sound) SoundByte.PlayOneShotGame("dogNinja/bird_flap");
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BirdAnim.DoScaledAnimationAsync("FlyIn", 0.5f);
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CutEverythingText.text = customText;
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BeatAction.New(this, new() {
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new(beat + length, () => BirdAnim.Play("FlyOut", 0, 0))
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});
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}
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public void StopPrepare()
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{
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preparing = false;
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queuePrepare = false;
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}
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public void DoPrepare()
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{
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if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.PlayerHasControl()) return;
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DogAnim.DoScaledAnimationAsync("Prepare", 0.5f);
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preparing = true;
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}
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public static void HereWeGo(double beat)
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{
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// // sound sequence isn't working?
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// PlaySoundSequence("dogNinja", "here_we_go", beat);
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MultiSound.Play(new List<MultiSound.Sound>() {
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new("dogNinja/here", beat + 0),
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new("dogNinja/we", beat + 0.5),
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new("dogNinja/go", beat + 1),
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}, forcePlay: true);
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}
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}
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}
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