mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
b1fab52ad9
* 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
96 lines
2.8 KiB
C#
96 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DoubleDate
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{
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public class DoubleDateWeasels : MonoBehaviour
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{
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bool canBop = true;
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Animator anim;
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private DoubleDate game;
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bool notHit = true;
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float lastGacha = float.MinValue;
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void Awake()
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{
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game = DoubleDate.instance;
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anim = GetComponent<Animator>();
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}
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public void Bop()
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{
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if (canBop && notHit && Conductor.instance.songPositionInBeats > lastGacha)
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{
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anim.DoScaledAnimationAsync("WeaselsBop", 0.5f);
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}
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}
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public void Happy()
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{
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if (notHit && Conductor.instance.songPositionInBeats > lastGacha)
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anim.DoScaledAnimationAsync("WeaselsHappy", 0.5f);
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}
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public void Jump()
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{
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if (notHit && Conductor.instance.songPositionInBeats > lastGacha)
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{
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lastGacha = Conductor.instance.songPositionInBeats + 1f;
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anim.DoScaledAnimationAsync("WeaselsJump", 0.5f);
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}
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}
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public void Hide(double beat)
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{
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if (notHit)
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{
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notHit = false;
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anim.DoScaledAnimationAsync("WeaselsHide", 0.5f);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.45f, delegate
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{
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lastGacha = Conductor.instance.songPositionInBeats + 0.5f;
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anim.DoScaledAnimationAsync("WeaselsAppearUpset", 0.5f);
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notHit = true;
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}),
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});
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}
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}
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public void Surprise()
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{
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if (notHit && Conductor.instance.songPositionInBeats > lastGacha)
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{
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lastGacha = Conductor.instance.songPositionInBeats + 0.5f;
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anim.DoScaledAnimationAsync("WeaselsSurprised", 0.5f);
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}
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}
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public void Hit(double beat)
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{
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if (notHit)
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{
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notHit = false;
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anim.DoScaledAnimationAsync("WeaselsHit", 0.5f);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 2f, delegate
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{
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lastGacha = Conductor.instance.songPositionInBeats + 0.5f;
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anim.DoScaledAnimationAsync("WeaselsAppearUpset", 1f);
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notHit = true;
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}),
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});
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}
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}
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public void ToggleBop()
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{
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canBop = !canBop;
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}
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}
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}
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