mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
c33532ee78
* everything but the text * new spritesheet (thank u sean) * better/more accurate background color * bg color changing with fade (code courtesy of ras) * mr. upbeat blip color changing * full blip implementation, with size changing and text display * text is still weird (gray box around all the letters) but i hope that's an easy fix. * almost done just need to fix the text and get rid of the reliance on the ding! block * finishing touches + a buncha testing everything works!!! and i don't think i left anything out * forgot an n lol * oh my god i hate mr. downbeat this "force" option is not very intuitive to use. nor is it coded amazingly. but i do not care. if you really wanna use it then mess around and see what works
72 lines
No EOL
2.4 KiB
C#
72 lines
No EOL
2.4 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System;
|
|
using Starpelly;
|
|
using TMPro;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_MrUpbeat
|
|
{
|
|
public class UpbeatMan : MonoBehaviour
|
|
{
|
|
[Header("References")]
|
|
[SerializeField] Animator anim;
|
|
[SerializeField] Animator blipAnim;
|
|
[SerializeField] Animator letterAnim;
|
|
[SerializeField] GameObject[] shadows;
|
|
[SerializeField] TMP_Text blipText;
|
|
|
|
public int stepTimes = 0;
|
|
public int blipSize = 0;
|
|
public string blipString = "M";
|
|
|
|
public void Blip()
|
|
{
|
|
float c = Conductor.instance.songPositionInBeats;
|
|
// checks if the position is on an offbeat; accurate until you get down to 20 fps or so (i.e unplayable)
|
|
float pos = ((MathF.Floor(c * 10)/10 % 1) == 0.5f) ? MathF.Floor(c) : MathF.Round(c);
|
|
|
|
// recursive, should happen on the offbeat (unless downbeatMod is different)
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(pos + MrUpbeat.downbeatMod, delegate {
|
|
if (MrUpbeat.shouldBlip) {
|
|
Jukebox.PlayOneShotGame("mrUpbeat/blip");
|
|
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
|
|
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
|
|
}
|
|
}),
|
|
new BeatAction.Action(pos + MrUpbeat.downbeatMod + 0.999f, delegate {
|
|
Blip();
|
|
}),
|
|
});
|
|
}
|
|
|
|
public void Step()
|
|
{
|
|
stepTimes++;
|
|
|
|
bool x = (stepTimes % 2 == 1);
|
|
shadows[0].SetActive(!x);
|
|
shadows[1].SetActive(x);
|
|
transform.localScale = new Vector3(x ? -1 : 1, 1);
|
|
|
|
anim.DoScaledAnimationAsync("Step", 0.5f);
|
|
letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
|
|
Jukebox.PlayOneShotGame("mrUpbeat/step");
|
|
}
|
|
|
|
public void Fall()
|
|
{
|
|
blipSize = 0;
|
|
blipAnim.Play("Idle", 0, 0);
|
|
blipText.text = "";
|
|
|
|
anim.DoScaledAnimationAsync("Fall", 0.5f);
|
|
Jukebox.PlayOneShot("miss");
|
|
shadows[0].SetActive(false);
|
|
shadows[1].SetActive(false);
|
|
}
|
|
}
|
|
} |