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 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 Sprites; } private void Update() { if (player && PlayerInput.Pressed()) { Hit(false, 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, bool applause, bool force = false) { if(player && force) { if (hit) HitSound(applause); else MissSound(); } if (!hitting) { if (count % 2 == 0) animator.Play("HitLeft", 0, 0); else animator.Play("HitRight", 0, 0); count++; if (player && !force) { if (hit) HitSound(applause); else MissSound(); } hitting = true; } } private void HitSound(bool applause) { Jukebox.PlayOneShotGame("drummingPractice/hit"); if (applause) Jukebox.PlayOneShot("applause"); } private void MissSound() { Jukebox.PlayOneShotGame("drummingPractice/miss"); } public void EndHit() { hitting = false; } } }