using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; namespace HeavenStudio.Games { using Scripts_ClappyTrio; public class ClappyTrio : Minigame { public int lionCount = 3; public List Lion; [SerializeField] private Sprite[] faces; private bool isClapping; private float currentClappingLength; private float lastClapStart; private int clapIndex; private ClappyTrioPlayer ClappyTrioPlayer; public bool playerHitLast = false; public static ClappyTrio instance { get; set; } private void Awake() { instance = this; } private void Start() { float startPos = -3.066667f; float maxWidth = 12.266668f; for (int i = 0; i < lionCount; i++) { GameObject lion; if (i == 0) lion = Lion[0]; else lion = Instantiate(Lion[0], Lion[0].transform.parent); lion.transform.localPosition = new Vector3(startPos + ((maxWidth / (lionCount + 1)) * (i + 1)), 0); if (i > 0) Lion.Add(lion); if (i == lionCount - 1) ClappyTrioPlayer = lion.AddComponent(); } } private void Update() { if (isClapping) { float songPosBeat = Conductor.instance.songPositionInBeats; for (int i = 0; i < Lion.Count; i++) { float length = currentClappingLength * (i); float lengthplusone = (currentClappingLength * (i + 1)); // i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :( if (i == Lion.Count - 1) { length = 0; } if (songPosBeat > lastClapStart + length && songPosBeat < lastClapStart + lengthplusone && clapIndex == i) { if (i == Lion.Count - 1) { ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * (i - 1)), currentClappingLength); clapIndex = 0; isClapping = false; currentClappingLength = 0; ClappyTrioPlayer.clapStarted = false; } else { SetFace(i, 4); Lion[i].GetComponent().Play("Clap", 0, 0); // lazy fix rn if (i > 0) Jukebox.PlayOneShotGame("clappyTrio/middleClap"); else Jukebox.PlayOneShotGame("clappyTrio/leftClap"); clapIndex++; } break; } } } } public void Clap(float beat, float length) { ClappyTrioPlayer.clapStarted = true; ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit playerHitLast = false; isClapping = true; lastClapStart = beat; currentClappingLength = length; } public void Prepare(int type) { for (int i = 0; i < Lion.Count; i++) { SetFace(i, type); } PlayAnimationAll("Prepare"); Jukebox.PlayOneShotGame("clappyTrio/ready"); } public void Bop(float beat) { if (playerHitLast) { for (int i = 0; i < Lion.Count; i++) { SetFace(i, 1); } } else { var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" }); var b = a.FindAll(c => c.beat < beat); if (b.Count > 0) { for (int i = 0; i < Lion.Count; i++) { if (i == Lion.Count - 1) { SetFace(i, 0); } else { SetFace(i, 2); } } } } PlayAnimationAll("Bop"); } public void ChangeLionCount(int lions) { for(int i=1; i().Play(anim, -1, 0); } } public void SetFace(int lion, int type) { Lion[lion].transform.GetChild(1).GetComponent().sprite = faces[type]; } } }