2023-04-12 22:34:15 +00:00
using System.Collections ;
using System.Collections.Generic ;
using UnityEngine ;
using HeavenStudio.Util ;
using System.Diagnostics.CodeAnalysis ;
namespace HeavenStudio.Games.Loaders
{
using static Minigames ;
public static class AgbQuizShowLoader
{
public static Minigame AddGame ( EventCaller eventCaller )
{
2023-04-23 20:17:21 +00:00
return new Minigame ( "quizShow" , "Quiz Show" , "c96efa" , false , false , new List < GameAction > ( )
2023-04-12 22:34:15 +00:00
{
new GameAction ( "intervalStart" , "Start Interval" )
{
2023-04-15 13:42:04 +00:00
function = delegate { var e = eventCaller . currentEntity ; QuizShow . instance . StartInterval ( e . beat , e . length ) ; } ,
2023-04-12 22:34:15 +00:00
defaultLength = 8f ,
resizable = true
} ,
2023-04-15 13:42:04 +00:00
new GameAction ( "prepare" , "Prepare Host Hands" )
{
function = delegate { QuizShow . instance . HostPrepareHands ( ) ; }
} ,
2023-04-12 22:34:15 +00:00
new GameAction ( "dPad" , "DPad Press" )
{
function = delegate { var e = eventCaller . currentEntity ; QuizShow . instance . HostPressButton ( e . beat , true ) ; } ,
defaultLength = 0.5f
} ,
new GameAction ( "aButton" , "A Button Press" )
{
function = delegate { var e = eventCaller . currentEntity ; QuizShow . instance . HostPressButton ( e . beat , false ) ; } ,
defaultLength = 0.5f
} ,
new GameAction ( "randomPresses" , "Random Presses" )
{
2023-04-26 12:43:35 +00:00
function = delegate { var e = eventCaller . currentEntity ; QuizShow . instance . RandomPress ( e . beat , e . length , e [ "min" ] , e [ "max" ] , e [ "random" ] , e [ "con" ] ) ; } ,
2023-04-12 22:34:15 +00:00
parameters = new List < Param > ( )
{
new Param ( "min" , new EntityTypes . Integer ( 0 , 666 , 0 ) , "Minimum" , "The minimum number of presses this block will do." ) ,
new Param ( "max" , new EntityTypes . Integer ( 0 , 666 , 1 ) , "Maximum" , "The maximum number of presses this block will do." ) ,
2023-04-26 12:43:35 +00:00
new Param ( "random" , QuizShow . WhichButtonRandom . Random , "Which Buttons" , "Which buttons will be pressed randomly?" ) ,
new Param ( "con" , true , "Consecutive Presses" , "Will the presses be consecutive? As in if the first press doesn't trigger, the ones proceeding will not either." )
2023-04-12 22:34:15 +00:00
} ,
resizable = true
} ,
new GameAction ( "passTurn" , "Pass Turn" )
{
2023-04-15 13:42:04 +00:00
function = delegate { var e = eventCaller . currentEntity ; QuizShow . instance . PassTurn ( e . beat , e . length , e [ "sound" ] , e [ "con" ] , e [ "visual" ] , e [ "audio" ] ) ; } ,
2023-04-12 22:34:15 +00:00
defaultLength = 1f ,
resizable = true ,
parameters = new List < Param > ( )
{
new Param ( "sound" , true , "Play Time-Up Sound?" , "Should the Time-Up sound play at the end of the interval?" ) ,
new Param ( "con" , false , "Consecutive" , "Disables everything that happens at the end of the interval if ticked on." ) ,
2023-04-15 13:42:04 +00:00
new Param ( "visual" , true , "Stopwatch (Visual)" , "Should the stopwatch visually appear?" ) ,
2023-04-26 12:43:35 +00:00
new Param ( "audio" , QuizShow . ClockAudio . Both , "Stopwatch (Audio)" , "Should the sounds of the stopwatch play?" )
2023-04-12 22:34:15 +00:00
}
} ,
new GameAction ( "revealAnswer" , "Reveal Answer" )
{
function = delegate { var e = eventCaller . currentEntity ; QuizShow . instance . RevealAnswer ( e . beat , e . length ) ; } ,
defaultLength = 4f ,
resizable = true
} ,
new GameAction ( "answerReaction" , "Answer Reaction" )
{
2023-04-15 13:42:04 +00:00
function = delegate { var e = eventCaller . currentEntity ; QuizShow . instance . AnswerReaction ( e [ "audience" ] , e [ "jingle" ] , e [ "reveal" ] ) ; } ,
2023-04-12 22:34:15 +00:00
parameters = new List < Param > ( )
{
new Param ( "audience" , true , "Audience" , "Should the audience make a sound?" ) ,
2023-04-15 13:42:04 +00:00
new Param ( "jingle" , false , "Jingle" , "Should the quiz show jingle play?" ) ,
new Param ( "reveal" , false , "Reveal Answer (Instant)" , "Should the answer be revealed when this block starts?" )
2023-04-12 22:34:15 +00:00
}
} ,
new GameAction ( "changeStage" , "Change Expression Stage" )
{
function = delegate { QuizShow . instance . ChangeStage ( eventCaller . currentEntity [ "value" ] ) ; } ,
defaultLength = 0.5f ,
parameters = new List < Param > ( )
{
new Param ( "value" , QuizShow . HeadStage . Stage1 , "Stage" , "What's the current stage of the expressions?" )
}
} ,
new GameAction ( "countMod" , "Count Modifier" )
{
function = delegate { QuizShow . instance . CountModifier ( eventCaller . currentEntity [ "value" ] ) ; } ,
defaultLength = 0.5f ,
parameters = new List < Param > ( )
{
new Param ( "value" , true , "Should Reset Count?" , "Will the contestant's counter reset to 0 each time it hits 100 instead of exploding?" )
}
} ,
new GameAction ( "forceExplode" , "Force Explode" )
{
function = delegate { QuizShow . instance . ForceExplode ( eventCaller . currentEntity [ "value" ] ) ; } ,
defaultLength = 0.5f ,
parameters = new List < Param > ( )
{
new Param ( "value" , QuizShow . ShouldExplode . Contestant , "What To Explode" , "What will explode?" )
}
}
2023-05-28 17:34:44 +00:00
} ,
new List < string > ( ) { "agb" , "repeat" } ,
"agbquiz" , "en" ,
new List < string > ( ) { }
) ;
2023-04-12 22:34:15 +00:00
}
}
}
namespace HeavenStudio.Games
{
public class QuizShow : Minigame
{
2023-04-26 12:43:35 +00:00
public enum ClockAudio
{
Both ,
Start ,
End ,
Neither
}
2023-04-12 22:34:15 +00:00
public enum HeadStage
{
Stage0 = 0 ,
Stage1 = 1 ,
Stage2 = 2 ,
Stage3 = 3 ,
Stage4 = 4 ,
}
2023-04-15 13:42:04 +00:00
public enum WhichButtonRandom
{
Random = 0 ,
DpadOnly = 1 ,
AOnly = 2 ,
AlternatingDpad = 3 ,
AlternatingA = 4
}
2023-04-12 22:34:15 +00:00
public enum ShouldExplode
{
Contestant = 0 ,
Host = 1 ,
Sign = 2
}
[Header("Components")]
[SerializeField] Animator contesteeLeftArmAnim ;
[SerializeField] Animator contesteeRightArmAnim ;
[SerializeField] Animator contesteeHead ;
[SerializeField] Animator hostLeftArmAnim ;
[SerializeField] Animator hostRightArmAnim ;
[SerializeField] Animator hostHead ;
[SerializeField] Animator signAnim ;
[SerializeField] Transform timerTransform ;
[SerializeField] GameObject stopWatch ;
[SerializeField] GameObject blackOut ;
[SerializeField] SpriteRenderer firstDigitSr ;
[SerializeField] SpriteRenderer secondDigitSr ;
[SerializeField] SpriteRenderer hostFirstDigitSr ;
[SerializeField] SpriteRenderer hostSecondDigitSr ;
[SerializeField] SpriteRenderer contCounter ;
[SerializeField] SpriteRenderer hostCounter ;
[SerializeField] ParticleSystem contExplosion ;
[SerializeField] ParticleSystem hostExplosion ;
[SerializeField] ParticleSystem signExplosion ;
[Header("Properties")]
[SerializeField] List < Sprite > contestantNumberSprites = new List < Sprite > ( ) ;
[SerializeField] List < Sprite > hostNumberSprites = new List < Sprite > ( ) ;
[SerializeField] Sprite explodedCounter ;
bool intervalStarted ;
bool shouldResetCount ;
bool doingConsectiveIntervals ;
2023-06-10 19:17:06 +00:00
double intervalStartBeat ;
double playerIntervalStartBeat ;
2023-04-12 22:34:15 +00:00
float playerBeatInterval ;
float beatInterval = 8f ;
int currentStage ;
bool shouldPrepareArms = true ;
bool contExploded ;
bool hostExploded ;
bool signExploded ;
struct QueuedInput
{
2023-06-10 19:17:06 +00:00
public double beat ;
2023-04-12 22:34:15 +00:00
public bool dpad ;
}
static List < QueuedInput > queuedInputs = new List < QueuedInput > ( ) ;
int pressCount ;
int countToMatch ;
public static QuizShow instance ;
void OnDestroy ( )
{
if ( ! Conductor . instance . isPlaying | | Conductor . instance . isPaused )
{
if ( queuedInputs . Count > 0 ) queuedInputs . Clear ( ) ;
}
2023-06-03 23:30:17 +00:00
foreach ( var evt in scheduledInputs )
{
evt . Disable ( ) ;
}
2023-04-12 22:34:15 +00:00
}
void Awake ( )
{
instance = this ;
}
void Update ( )
{
var cond = Conductor . instance ;
if ( cond . isPlaying & & ! cond . isPaused )
{
float normalizedBeat = cond . GetPositionFromBeat ( playerIntervalStartBeat , playerBeatInterval ) ;
if ( normalizedBeat > = 0 & & normalizedBeat < = 1 )
{
timerTransform . rotation = Quaternion . Euler ( 0 , 0 , normalizedBeat * - 360 ) ;
if ( PlayerInput . Pressed ( ) )
{
ContesteePressButton ( false ) ;
}
if ( PlayerInput . GetAnyDirectionDown ( ) )
{
ContesteePressButton ( true ) ;
}
}
}
}
public void CountModifier ( bool shouldReset )
{
shouldResetCount = shouldReset ;
}
public void ChangeStage ( int stage )
{
currentStage = stage ;
}
2023-06-10 19:17:06 +00:00
public void RandomPress ( double beat , float length , int min , int max , int whichButtons , bool consecutive )
2023-04-12 22:34:15 +00:00
{
if ( min > max ) return ;
int pressAmount = UnityEngine . Random . Range ( min , max + 1 ) ;
if ( pressAmount < 1 ) return ;
List < BeatAction . Action > buttonEvents = new List < BeatAction . Action > ( ) ;
2023-04-26 12:43:35 +00:00
if ( consecutive )
2023-04-12 22:34:15 +00:00
{
2023-04-26 12:43:35 +00:00
for ( int i = 0 ; i < pressAmount ; i + + )
2023-04-15 13:42:04 +00:00
{
2023-04-26 12:43:35 +00:00
bool dpad = UnityEngine . Random . Range ( 0 , 2 ) = = 1 ;
switch ( whichButtons )
{
case ( int ) WhichButtonRandom . Random :
break ;
case ( int ) WhichButtonRandom . DpadOnly :
dpad = true ;
break ;
case ( int ) WhichButtonRandom . AOnly :
dpad = false ;
break ;
case ( int ) WhichButtonRandom . AlternatingDpad :
dpad = i % 2 = = 0 ;
break ;
case ( int ) WhichButtonRandom . AlternatingA :
dpad = i % 2 ! = 0 ;
break ;
}
2023-06-10 19:17:06 +00:00
double spawnBeat = beat + i * length ;
2023-04-26 12:43:35 +00:00
buttonEvents . Add ( new BeatAction . Action ( spawnBeat , delegate { HostPressButton ( spawnBeat , dpad ) ; } ) ) ;
2023-04-15 13:42:04 +00:00
}
2023-04-12 22:34:15 +00:00
}
2023-04-26 12:43:35 +00:00
else
{
for ( int i = 0 ; i < max ; i + + )
{
if ( pressAmount = = 0 ) break ;
if ( UnityEngine . Random . Range ( 0 , 2 ) = = 1 & & Mathf . Abs ( i - max ) ! = pressAmount ) continue ;
bool dpad = UnityEngine . Random . Range ( 0 , 2 ) = = 1 ;
switch ( whichButtons )
{
case ( int ) WhichButtonRandom . Random :
break ;
case ( int ) WhichButtonRandom . DpadOnly :
dpad = true ;
break ;
case ( int ) WhichButtonRandom . AOnly :
dpad = false ;
break ;
case ( int ) WhichButtonRandom . AlternatingDpad :
dpad = i % 2 = = 0 ;
break ;
case ( int ) WhichButtonRandom . AlternatingA :
dpad = i % 2 ! = 0 ;
break ;
}
2023-06-10 19:17:06 +00:00
double spawnBeat = beat + i * length ;
2023-04-26 12:43:35 +00:00
buttonEvents . Add ( new BeatAction . Action ( spawnBeat , delegate { HostPressButton ( spawnBeat , dpad ) ; } ) ) ;
pressAmount - - ;
}
}
2023-04-12 22:34:15 +00:00
BeatAction . New ( instance . gameObject , buttonEvents ) ;
}
2023-06-10 19:17:06 +00:00
public void HostPressButton ( double beat , bool dpad )
2023-04-12 22:34:15 +00:00
{
if ( ! intervalStarted )
{
StartInterval ( beat , beatInterval ) ;
}
if ( currentStage = = 0 )
{
contesteeHead . Play ( "ContesteeHeadIdle" , - 1 , 0 ) ;
hostHead . Play ( "HostIdleHead" , - 1 , 0 ) ;
}
else
{
hostHead . DoScaledAnimationAsync ( "HostStage" + currentStage . ToString ( ) , 0.5f ) ;
}
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( dpad ? "quizShow/hostDPad" : "quizShow/hostA" ) ;
2023-04-12 22:34:15 +00:00
if ( dpad )
{
hostRightArmAnim . DoScaledAnimationAsync ( "HostRightHit" , 0.5f ) ;
}
else
{
hostLeftArmAnim . DoScaledAnimationAsync ( "HostLeftHit" , 0.5f ) ;
}
queuedInputs . Add ( new QueuedInput
{
beat = beat - intervalStartBeat ,
dpad = dpad ,
} ) ;
}
2023-04-15 13:42:04 +00:00
public void HostPrepareHands ( )
2023-04-12 22:34:15 +00:00
{
2023-04-15 13:42:04 +00:00
instance . hostLeftArmAnim . DoScaledAnimationAsync ( "HostLeftPrepare" , 0.5f ) ;
instance . hostRightArmAnim . DoScaledAnimationAsync ( "HostPrepare" , 0.5f ) ;
2023-04-12 22:34:15 +00:00
}
2023-06-10 19:17:06 +00:00
public void StartInterval ( double beat , float interval )
2023-04-12 22:34:15 +00:00
{
if ( ! intervalStarted )
{
if ( shouldPrepareArms )
{
hostLeftArmAnim . DoNormalizedAnimation ( "HostLeftPrepare" , 1 ) ;
hostRightArmAnim . DoNormalizedAnimation ( "HostPrepare" , 1 ) ;
contesteeHead . Play ( "ContesteeHeadIdle" , 0 , 0 ) ;
}
if ( ! doingConsectiveIntervals ) pressCount = 0 ;
firstDigitSr . sprite = contestantNumberSprites [ 0 ] ;
secondDigitSr . sprite = contestantNumberSprites [ 0 ] ;
hostFirstDigitSr . sprite = hostNumberSprites [ 10 ] ;
hostSecondDigitSr . sprite = hostNumberSprites [ 10 ] ;
}
intervalStartBeat = beat ;
beatInterval = interval ;
intervalStarted = true ;
}
2023-06-10 19:17:06 +00:00
public void PassTurn ( double beat , float length , bool timeUpSound , bool consecutive , bool visualClock , int audioClock )
2023-04-12 22:34:15 +00:00
{
if ( queuedInputs . Count = = 0 ) return ;
if ( shouldPrepareArms )
{
contesteeLeftArmAnim . DoScaledAnimationAsync ( "LeftPrepare" , 0.5f ) ;
contesteeRightArmAnim . DoScaledAnimationAsync ( "RIghtPrepare" , 0.5f ) ;
}
if ( ! consecutive )
{
hostLeftArmAnim . DoScaledAnimationAsync ( "HostLeftRest" , 0.5f ) ;
hostRightArmAnim . DoScaledAnimationAsync ( "HostRightRest" , 0.5f ) ;
}
shouldPrepareArms = false ;
2023-04-15 13:42:04 +00:00
if ( visualClock ) stopWatch . SetActive ( true ) ;
2023-04-12 22:34:15 +00:00
intervalStarted = false ;
if ( doingConsectiveIntervals )
{
countToMatch + = queuedInputs . Count ;
}
else
{
countToMatch = queuedInputs . Count ;
}
int hundredLoops = Mathf . FloorToInt ( countToMatch / 100 ) ;
countToMatch - = hundredLoops * 100 ;
doingConsectiveIntervals = consecutive ;
playerBeatInterval = beatInterval ;
playerIntervalStartBeat = beat + length ;
2023-04-15 13:42:04 +00:00
float timeUpBeat = 0f ;
2023-04-26 12:43:35 +00:00
if ( audioClock = = ( int ) ClockAudio . Both | | audioClock = = ( int ) ClockAudio . Start )
2023-04-15 13:42:04 +00:00
{
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/timerStart" ) ;
2023-04-15 13:42:04 +00:00
timeUpBeat = 0.5f ;
2023-04-26 12:43:35 +00:00
}
if ( audioClock = = ( int ) ClockAudio . End ) timeUpBeat = 0.5f ;
2023-04-15 13:42:04 +00:00
2023-04-12 22:34:15 +00:00
BeatAction . New ( instance . gameObject , new List < BeatAction . Action > ( )
{
new BeatAction . Action ( beat + length + beatInterval , delegate
{
if ( ! consecutive )
{
2023-06-10 19:17:06 +00:00
if ( audioClock = = ( int ) ClockAudio . Both | | audioClock = = ( int ) ClockAudio . End ) SoundByte . PlayOneShotGame ( "quizShow/timerStop" ) ;
2023-04-12 22:34:15 +00:00
contesteeLeftArmAnim . DoScaledAnimationAsync ( "LeftRest" , 0.5f ) ;
contesteeRightArmAnim . DoScaledAnimationAsync ( "RightRest" , 0.5f ) ;
shouldPrepareArms = true ;
stopWatch . SetActive ( false ) ;
}
}
) ,
2023-06-10 19:17:06 +00:00
new BeatAction . Action ( beat + length + beatInterval + timeUpBeat , delegate { if ( timeUpSound & & ! consecutive ) SoundByte . PlayOneShotGame ( "quizShow/timeUp" ) ; } )
2023-04-12 22:34:15 +00:00
} ) ;
foreach ( var input in queuedInputs )
{
if ( input . dpad )
{
ScheduleAutoplayInput ( beat , length + input . beat , InputType . DIRECTION_DOWN , AutoplayDPad , Nothing , Nothing ) ;
}
else
{
ScheduleAutoplayInput ( beat , length + input . beat , InputType . STANDARD_DOWN , AutoplayAButton , Nothing , Nothing ) ;
}
}
queuedInputs . Clear ( ) ;
}
void ContesteePressButton ( bool dpad )
{
if ( currentStage = = 0 )
{
contesteeHead . Play ( "ContesteeHeadIdle" , - 1 , 0 ) ;
}
else
{
if ( currentStage ! = 4 ) contesteeHead . DoScaledAnimationAsync ( "ContesteeHeadStage" + currentStage . ToString ( ) , 0.5f ) ;
else
{
contesteeHead . DoScaledAnimationAsync ( "ContesteeHeadStage3" , 0.5f ) ;
}
}
if ( dpad )
{
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/contestantDPad" ) ;
2023-04-12 22:34:15 +00:00
contesteeLeftArmAnim . DoScaledAnimationAsync ( "LeftArmPress" , 0.5f ) ;
}
else
{
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/contestantA" ) ;
2023-04-12 22:34:15 +00:00
contesteeRightArmAnim . DoScaledAnimationAsync ( "RightArmHit" , 0.5f ) ;
}
pressCount + + ;
if ( shouldResetCount & & pressCount > 99 ) pressCount = 0 ;
switch ( pressCount )
{
case int x when x < 100 :
firstDigitSr . sprite = contestantNumberSprites [ GetSpecificDigit ( pressCount , 1 ) ] ;
secondDigitSr . sprite = contestantNumberSprites [ GetSpecificDigit ( pressCount , 2 ) ] ;
break ;
case 100 :
ForceExplode ( ( int ) ShouldExplode . Contestant ) ;
break ;
case 120 :
ForceExplode ( ( int ) ShouldExplode . Host ) ;
break ;
case 150 :
ForceExplode ( ( int ) ShouldExplode . Sign ) ;
break ;
}
}
public void ForceExplode ( int whoToExplode )
{
switch ( whoToExplode )
{
case ( int ) ShouldExplode . Contestant :
if ( contExploded ) return ;
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/contestantExplode" ) ;
2023-04-12 22:34:15 +00:00
firstDigitSr . color = new Color ( 1 , 1 , 1 , 0 ) ;
secondDigitSr . color = new Color ( 1 , 1 , 1 , 0 ) ;
contCounter . sprite = explodedCounter ;
contExploded = true ;
contExplosion . Play ( ) ;
break ;
case ( int ) ShouldExplode . Host :
if ( hostExploded ) return ;
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/hostExplode" ) ;
2023-04-12 22:34:15 +00:00
hostFirstDigitSr . color = new Color ( 1 , 1 , 1 , 0 ) ;
hostSecondDigitSr . color = new Color ( 1 , 1 , 1 , 0 ) ;
hostCounter . sprite = explodedCounter ;
hostExploded = true ;
hostExplosion . Play ( ) ;
break ;
case ( int ) ShouldExplode . Sign :
if ( signExploded ) return ;
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/signExplode" ) ;
2023-04-12 22:34:15 +00:00
signExploded = true ;
signExplosion . Play ( ) ;
signAnim . Play ( "Exploded" , 0 , 0 ) ;
break ;
}
}
2023-06-10 19:17:06 +00:00
public void RevealAnswer ( double beat , float length )
2023-04-12 22:34:15 +00:00
{
blackOut . SetActive ( true ) ;
BeatAction . New ( instance . gameObject , new List < BeatAction . Action > ( )
{
new BeatAction . Action ( beat + length , delegate
{
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/answerReveal" ) ;
2023-04-12 22:34:15 +00:00
hostFirstDigitSr . sprite = hostNumberSprites [ GetSpecificDigit ( countToMatch , 1 ) ] ;
hostSecondDigitSr . sprite = hostNumberSprites [ GetSpecificDigit ( countToMatch , 2 ) ] ;
} )
} ) ;
}
2023-04-15 13:42:04 +00:00
public void AnswerReaction ( bool audience , bool jingle , bool revealAnswer )
2023-04-12 22:34:15 +00:00
{
//In the future make this a prefunction that makes skill stars compatible
blackOut . SetActive ( false ) ;
2023-04-15 13:42:04 +00:00
if ( revealAnswer )
{
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/answerReveal" ) ;
2023-04-15 13:42:04 +00:00
hostFirstDigitSr . sprite = hostNumberSprites [ GetSpecificDigit ( countToMatch , 1 ) ] ;
hostSecondDigitSr . sprite = hostNumberSprites [ GetSpecificDigit ( countToMatch , 2 ) ] ;
}
2023-04-12 22:34:15 +00:00
if ( pressCount = = countToMatch )
{
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/correct" ) ;
2023-04-12 22:34:15 +00:00
contesteeHead . Play ( "ContesteeSmile" , - 1 , 0 ) ;
hostHead . Play ( "HostSmile" , - 1 , 0 ) ;
2023-06-10 19:17:06 +00:00
if ( audience ) SoundByte . PlayOneShotGame ( "quizShow/audienceCheer" ) ;
if ( jingle ) SoundByte . PlayOneShotGame ( "quizShow/correctJingle" ) ;
2023-04-12 22:34:15 +00:00
}
else
{
ScoreMiss ( ) ;
2023-06-10 19:17:06 +00:00
SoundByte . PlayOneShotGame ( "quizShow/incorrect" ) ;
2023-04-12 22:34:15 +00:00
contesteeHead . Play ( "ContesteeSad" , - 1 , 0 ) ;
hostHead . Play ( "HostSad" , - 1 , 0 ) ;
2023-06-10 19:17:06 +00:00
if ( audience ) SoundByte . PlayOneShotGame ( "quizShow/audienceSad" ) ;
if ( jingle ) SoundByte . PlayOneShotGame ( "quizShow/incorrectJingle" ) ;
2023-04-12 22:34:15 +00:00
}
}
void AutoplayAButton ( PlayerActionEvent caller , float state )
{
ContesteePressButton ( false ) ;
}
void AutoplayDPad ( PlayerActionEvent caller , float state )
{
ContesteePressButton ( true ) ;
}
void Nothing ( PlayerActionEvent caller ) { }
int GetSpecificDigit ( int num , int nth )
{
return ( num / ( int ) Mathf . Pow ( 10 , nth - 1 ) ) % 10 ;
}
}
}