Merge pull request #43 from CarsonKompon/drumming-practice

Added Drumming Practice
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Jenny Crowe 2022-03-06 22:36:04 -07:00 committed by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.DrummingPractice
{
public class Drummer : MonoBehaviour
{
[Header("References")]
public Animator animator;
public List<MiiFace> miiFaces;
public SpriteRenderer face;
public bool player = false;
public int mii = 0;
public int count = 0;
private bool hitting = false;
[System.Serializable]
public class MiiFace
{
public List<Sprite> Sprites;
}
private void Update()
{
if (player && PlayerInput.Pressed())
{
Hit(false);
}
}
public void SetFace(int type)
{
face.sprite = miiFaces[mii].Sprites[type];
}
public void Bop()
{
if (animator.IsAnimationNotPlaying())
animator.Play("Bop", 0, 0);
}
public void Prepare(int type)
{
count = type;
if (count % 2 == 0)
animator.Play("PrepareLeft", 0, 0);
else
animator.Play("PrepareRight", 0, 0);
}
public void Hit(bool hit)
{
if (!hitting)
{
if (count % 2 == 0)
animator.Play("HitLeft", 0, 0);
else
animator.Play("HitRight", 0, 0);
count++;
if (player)
{
if (hit)
Jukebox.PlayOneShotGame("drummingPractice/hit");
else
Jukebox.PlayOneShotGame("drummingPractice/miss");
}
hitting = true;
}
}
public void EndHit()
{
hitting = false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.DrummingPractice
{
public class DrummerHit : PlayerActionObject
{
public float startBeat;
private bool hit = false;
private bool hasHit = false;
// Start is called before the first frame update
void Start()
{
PlayerActionInit(gameObject, startBeat);
}
public override void OnAce()
{
Hit(true);
}
// Update is called once per frame
void Update()
{
if (Conductor.instance.GetPositionFromBeat(startBeat, 2) >= 1)
{
DrummingPractice.instance.SetFaces(0);
CleanUp();
}
if (!hit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= 1)
{
Jukebox.PlayOneShotGame("drummingPractice/drum");
DrummingPractice.instance.leftDrummer.Hit(true);
DrummingPractice.instance.rightDrummer.Hit(true);
hit = true;
if (hasHit) CleanUp();
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1f);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Hit(true);
} else if (state.notPerfect())
{
Hit(false);
}
}
}
public void Hit(bool _hit)
{
if (!hasHit)
{
DrummingPractice.instance.player.Hit(_hit);
DrummingPractice.instance.SetFaces(_hit ? 1 : 2);
hasHit = true;
if (hit) CleanUp();
}
}
public void CleanUp()
{
Destroy(gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.DrummingPractice
{
public class DrummingPractice : Minigame
{
public enum MiiType
{
GuestA,
GuestB,
GuestC,
GuestD,
GuestE,
GuestF,
Matt,
Tsunku,
Marshal
}
[Header("References")]
public SpriteRenderer backgroundGradient;
public Drummer player;
public Drummer leftDrummer;
public Drummer rightDrummer;
public GameObject hitPrefab;
public GameEvent bop = new GameEvent();
public int count = 0;
public static DrummingPractice instance;
private void Awake()
{
instance = this;
}
// TODO: Move this to OnGameSwitch() when functional?
private void Start()
{
SetMiis(UnityEngine.Random.Range(0, player.miiFaces.Count));
}
private void Update()
{
if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
if (Conductor.instance.songPositionInBeats >= bop.startBeat && Conductor.instance.songPositionInBeats < bop.startBeat + bop.length)
{
Bop();
}
}
}
public void SetBop(float beat, float length)
{
bop.startBeat = beat;
bop.length = length;
}
public void Bop()
{
player.Bop();
leftDrummer.Bop();
rightDrummer.Bop();
}
public void Prepare(float beat)
{
int type = count % 2;
player.Prepare(type);
leftDrummer.Prepare(type);
rightDrummer.Prepare(type);
count++;
SetFaces(0);
Jukebox.PlayOneShotGame("drummingPractice/prepare");
GameObject hit = Instantiate(hitPrefab);
hit.transform.parent = hitPrefab.transform.parent;
hit.SetActive(true);
DrummerHit h = hit.GetComponent<DrummerHit>();
h.startBeat = beat;
}
public void SetFaces(int type)
{
player.SetFace(type);
leftDrummer.SetFace(type);
rightDrummer.SetFace(type);
}
public void SetMiis(int playerFace, bool all = false)
{
player.mii = playerFace;
if (all)
{
leftDrummer.mii = playerFace;
rightDrummer.mii = playerFace;
}
else
{
do
{
leftDrummer.mii = UnityEngine.Random.Range(0, leftDrummer.miiFaces.Count);
}
while (leftDrummer.mii == player.mii);
do
{
rightDrummer.mii = UnityEngine.Random.Range(0, rightDrummer.miiFaces.Count);
}
while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
}
SetFaces(0);
}
}
}

View file

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View file

@ -18,6 +18,7 @@ using RhythmHeavenMania.Games.TapTrial;
using RhythmHeavenMania.Games.CropStomp; using RhythmHeavenMania.Games.CropStomp;
using RhythmHeavenMania.Games.WizardsWaltz; using RhythmHeavenMania.Games.WizardsWaltz;
using RhythmHeavenMania.Games.MrUpbeat; using RhythmHeavenMania.Games.MrUpbeat;
using RhythmHeavenMania.Games.DrummingPractice;
namespace RhythmHeavenMania namespace RhythmHeavenMania
{ {
@ -383,6 +384,17 @@ namespace RhythmHeavenMania
new Param("toggle", false, "Applause") new Param("toggle", false, "Applause")
}), }),
}), }),
new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true),
new GameAction("drum", delegate { DrummingPractice.instance.Prepare(eventCaller.currentEntity.beat); }, 2f),
new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.toggle); }, 0.5f, parameters: new List<Param>()
{
new Param("type", DrummingPractice.MiiType.GuestA, "Mii", "The Mii that the player will control"),
new Param("toggle", false, "Set All", "Whether all Miis should be set")
}),
}),
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>() /*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
{ {
}), }),