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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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e371163351
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
156 lines
No EOL
4.6 KiB
C#
156 lines
No EOL
4.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_ForkLifter
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{
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public class ForkLifterPlayer : MonoBehaviour
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{
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public static ForkLifterPlayer instance { get; set; }
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[Header("Objects")]
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public Sprite hitFX;
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public Sprite hitFXG;
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public Sprite hitFXMiss;
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public Sprite hitFX2;
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public Transform early, perfect, late;
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private Animator anim;
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private int currentHitInList = 0;
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public bool shouldBop;
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public int currentEarlyPeasOnFork;
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public int currentPerfectPeasOnFork;
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public int currentLatePeasOnFork;
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private double lastReportedBeat;
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private bool isEating = false;
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// Burger shit
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public bool topbun, middleburger, bottombun;
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// -----------
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private void Awake()
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{
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instance = this;
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anim = GetComponent<Animator>();
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}
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private void LateUpdate()
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{
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if (PlayerInput.Pressed() && !ForkLifter.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Stab(null);
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}
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if (ForkLifter.instance.EligibleHits.Count == 0)
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{
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currentHitInList = 0;
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}
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if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && shouldBop)
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{
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anim.DoScaledAnimationAsync("Player_Bop", 0.5f);
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}
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}
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public void Eat()
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{
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if (currentEarlyPeasOnFork != 0 || currentPerfectPeasOnFork != 0 || currentLatePeasOnFork != 0)
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{
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anim.Play("Player_Eat", 0, 0);
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isEating = true;
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}
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}
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// used in an animation event
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public void EatConfirm()
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{
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if (topbun && middleburger && bottombun)
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{
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SoundByte.PlayOneShotGame("forkLifter/burger");
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}
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else
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{
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if (currentEarlyPeasOnFork > 0 || currentLatePeasOnFork > 0)
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{
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SoundByte.PlayOneShotGame($"forkLifter/cough_{Random.Range(1, 3)}");
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}
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else
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{
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SoundByte.PlayOneShotGame("forkLifter/gulp");
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}
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}
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RemoveObjFromFork();
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}
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public void RemoveObjFromFork()
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{
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for (int i = 0; i < early.transform.childCount; i++)
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{
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Destroy(early.transform.GetChild(i).gameObject);
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}
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for (int i = 0; i < perfect.transform.childCount; i++)
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{
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Destroy(perfect.transform.GetChild(i).gameObject);
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}
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for (int i = 0; i < late.transform.childCount; i++)
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{
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Destroy(late.transform.GetChild(i).gameObject);
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}
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currentEarlyPeasOnFork = 0;
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currentPerfectPeasOnFork = 0;
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currentLatePeasOnFork = 0;
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isEating = false;
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topbun = false; middleburger = false; bottombun = false;
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}
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public void Stab(Pea p)
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{
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if (isEating) return;
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if (p == null)
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{
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SoundByte.PlayOneShotGame("forkLifter/stabnohit");
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}
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anim.Play("Player_Stab", 0, 0);
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}
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public void FastEffectHit(int type)
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{
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GameObject hitFX2o = new GameObject();
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hitFX2o.transform.localPosition = new Vector3(0.11f, -2.15f);
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hitFX2o.transform.localScale = new Vector3(5.401058f, 1.742697f);
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hitFX2o.transform.localRotation = Quaternion.Euler(0, 0, -38.402f);
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SpriteRenderer hfx2s = hitFX2o.AddComponent<SpriteRenderer>();
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if (type == 2)
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hfx2s.sprite = hitFXG;
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else
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hfx2s.sprite = hitFX2;
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hfx2s.sortingOrder = -5;
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hfx2s.DOColor(new Color(1, 1, 1, 0), 0.07f).OnComplete(delegate { Destroy(hitFX2o); });
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}
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public void HitFXMiss(Vector2 pos, Vector2 size)
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{
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GameObject hitFXo = new GameObject();
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hitFXo.transform.localPosition = new Vector3(pos.x, pos.y);
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hitFXo.transform.localScale = new Vector3(size.x, size.y);
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SpriteRenderer hfxs = hitFXo.AddComponent<SpriteRenderer>();
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hfxs.sprite = hitFXMiss;
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hfxs.sortingOrder = 100;
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hfxs.DOColor(new Color(1, 1, 1, 0), 0.05f).OnComplete(delegate { Destroy(hitFXo); });
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}
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}
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} |