mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-04 23:37:27 +00:00
afc665ed61
* 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
70 lines
No EOL
2.2 KiB
C#
70 lines
No EOL
2.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using TMPro;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MrUpbeat
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{
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public class UpbeatMan : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] Animator anim;
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[SerializeField] Animator blipAnim;
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[SerializeField] Animator letterAnim;
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[SerializeField] GameObject[] shadows;
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[SerializeField] TMP_Text blipText;
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public int stepTimes = 0;
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public int blipSize = 0;
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public bool shouldGrow;
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public string blipString = "M";
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public void Blip()
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{
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double c = Conductor.instance.songPositionInBeatsAsDouble;
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(Math.Floor(c) + 0.5f, delegate {
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if (MrUpbeat.shouldBlip) {
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SoundByte.PlayOneShotGame("mrUpbeat/blip");
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blipAnim.Play("Blip"+(blipSize+1), 0, 0);
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blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
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if (shouldGrow && blipSize < 4) blipSize++;
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}
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}),
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new BeatAction.Action(Math.Floor(c) + 1f, delegate {
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Blip();
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}),
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});
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}
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public void Step()
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{
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stepTimes++;
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bool x = (stepTimes % 2 == 1);
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shadows[0].SetActive(!x);
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shadows[1].SetActive(x);
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transform.localScale = new Vector3(x ? -1 : 1, 1);
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anim.DoScaledAnimationAsync("Step", 0.5f);
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letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/step");
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}
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public void Fall()
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{
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blipSize = 0;
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blipAnim.Play("Idle", 0, 0);
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blipText.text = "";
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anim.DoScaledAnimationAsync("Fall", 0.5f);
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SoundByte.PlayOneShot("miss");
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shadows[0].SetActive(false);
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shadows[1].SetActive(false);
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}
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}
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} |