HeavenStudioPlus/Assets/Scripts/Games/MunchyMonk/Dumpling.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
3.2 KiB
C#

using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_MunchyMonk
{
public class Dumpling : MonoBehaviour
{
public Color dumplingColor;
public double startBeat;
const string sfxName = "munchyMonk/";
public bool canDestroy;
[Header("References")]
[SerializeField] Animator smearAnim;
[SerializeField] Animator anim;
[SerializeField] SpriteRenderer smearSr;
public SpriteRenderer sr;
private MunchyMonk game;
private void Awake()
{
game = MunchyMonk.instance;
sr = GetComponent<SpriteRenderer>();
}
private void Start()
{
sr.color = dumplingColor;
if (game.dumplings.Count > 1) {
anim.Play("IdleOnTop", 0, 0);
game.dumplings[0].anim.DoScaledAnimationAsync("Squish", 0.5f);
}
}
private void Update()
{
if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
}
public void HitFunction(float state)
{
smearSr.color = dumplingColor;
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap");
game.isStaring = false;
if (state >= 1f || state <= -1f)
{
game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
anim.DoScaledAnimationAsync("HitHead", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"barely");
canDestroy = true;
game.needBlush = false;
} else {
game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
game.dumplings[0].anim.DoScaledAnimationAsync("FollowHand", 0.5f);
smearAnim.Play("SmearAppear", 0, 0);
game.needBlush = true;
SoundByte.PlayOneShotGame(sfxName+"gulp");
MunchyMonk.howManyGulps++;
for (int i = 1; i <= 4; i++)
{
if (MunchyMonk.howManyGulps == MunchyMonk.inputsTilGrow*i) {
MunchyMonk.growLevel = i;
}
}
GameObject.Destroy(gameObject);
}
}
public void MissFunction()
{
if (!canDestroy) {
anim.DoScaledAnimationAsync("FallOff", 0.5f);
canDestroy = true;
}
}
public void EarlyFunction()
{
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
smearAnim.Play("SmearAppear", 0, 0);
anim.DoScaledAnimationAsync("HitHead", 0.5f);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeatsAsDouble),
new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeatsAsDouble),
});
canDestroy = true;
game.needBlush = false;
}
}
}