HeavenStudioPlus/Assets/Scripts/Games/WizardsWaltz/Plant.cs
minenice55 50a1b7bcdb 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
2023-06-10 15:13:29 -04:00

99 lines
No EOL
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace HeavenStudio.Games.Scripts_WizardsWaltz
{
public class Plant : MonoBehaviour
{
public Animator animator;
public SpriteRenderer spriteRenderer;
public double createBeat;
private WizardsWaltz game;
private bool hit = false;
private bool passed = false;
public int order = 0;
private void Awake()
{
game = WizardsWaltz.instance;
spriteRenderer.sortingOrder = order;
animator.Play("Appear", 0, 0);
}
private void Start() {
game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
}
private void Update()
{
if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
{
StartCoroutine(FadeOut());
passed = true;
}
}
public void Bloom()
{
animator.Play("Hit", 0, 0);
}
public void IdlePlant()
{
animator.Play("IdlePlant", 0, 0);
}
public void IdleFlower()
{
animator.Play("IdleFlower", 0, 0);
}
public void Eat()
{
animator.Play("Eat", 0, 0);
}
public void EatLoop()
{
animator.Play("EatLoop", 0, 0);
}
public void Ace()
{
game.wizard.Magic(this, true);
hit = true;
}
public void NearMiss()
{
game.wizard.Magic(this, false);
hit = true;
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
Ace();
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
public IEnumerator FadeOut()
{
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
Destroy(gameObject);
}
}
}