mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
177 lines
4.7 KiB
C#
177 lines
4.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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public class Fruit : MonoBehaviour
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{
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public bool isPineapple;
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public float startBeat;
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public Animator anim;
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public bool side;
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public float barelyStart = 0f;
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public bool smile;
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public float endSmile;
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private string soundText;
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private Minigame.Eligible e = new Minigame.Eligible();
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private CatchyTune game;
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private float beatLength = 4f;
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private void Awake()
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{
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game = CatchyTune.instance;
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e.gameObject = this.gameObject;
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var cond = Conductor.instance;
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var tempo = cond.songBpm;
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var playbackSpeed = cond.musicSource.pitch;
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if (isPineapple) beatLength = 8f;
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if (side)
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{
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transform.localScale = new Vector3(-1f, 1f, 1f);
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}
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anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
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soundText = "catchyTune/";
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if (side)
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{
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soundText += "right";
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}
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else
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{
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soundText += "left";
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}
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if (isPineapple)
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{
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soundText += "Pineapple";
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}
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else
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{
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soundText += "Orange";
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}
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game.ScheduleInput(startBeat, beatLength, side ? InputType.STANDARD_DOWN : InputType.DIRECTION_DOWN,
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CatchFruit, Miss, WayOff);
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}
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// minenice: note - needs PlayerActionEvent implementation
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private void Update()
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{
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if (barelyStart > 0f)
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{
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anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
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}
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else
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{
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anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 4f : 2f));
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}
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}
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public static void PlaySound(float startBeat, bool side, bool isPineapple)
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{
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string soundText = "catchyTune/";
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if (side)
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{
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soundText += "right";
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}
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else
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{
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soundText += "left";
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}
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if (isPineapple)
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{
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soundText += "Pineapple";
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}
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else
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{
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soundText += "Orange";
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}
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MultiSound.Sound[] sound;
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if (isPineapple)
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{
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sound = new MultiSound.Sound[]
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{
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new MultiSound.Sound(soundText, startBeat + 2f),
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new MultiSound.Sound(soundText, startBeat + 4f),
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new MultiSound.Sound(soundText, startBeat + 6f)
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};
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}
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else
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{
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sound = new MultiSound.Sound[]
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{
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new MultiSound.Sound(soundText, startBeat + 1f),
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new MultiSound.Sound(soundText, startBeat + 2f),
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new MultiSound.Sound(soundText, startBeat + 3f)
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};
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}
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MultiSound.Play(sound, forcePlay: true);
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}
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private void CatchFruit(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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//near miss (barely)
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barelyStart = Conductor.instance.songPositionInBeats;
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game.catchBarely(side);
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// play near miss animation
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anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(barelyStart + (isPineapple ? 2f : 1f), delegate { Destroy(this.gameObject); }),
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});
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}
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else
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{
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Jukebox.PlayOneShotGame(soundText + "Catch");
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game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
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Destroy(this.gameObject);
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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game.catchMiss(side, isPineapple);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat + beatLength + (isPineapple ? 3f : 1.5f), delegate { Destroy(this.gameObject); }),
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});
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}
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private void WayOff(PlayerActionEvent caller) {} // whiffing is handled in the main loop
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}
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}
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