mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 05:23:06 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
510 lines
23 KiB
C#
510 lines
23 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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using HeavenStudio.InputSystem;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrGleeClubLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("gleeClub", "Glee Club", "cfcecf", false, false, new List<GameAction>()
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{
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new GameAction("intervalStart", "Start Interval")
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{
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defaultLength = 1f,
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resizable = true
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},
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new GameAction("sing", "Sing")
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{
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function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.Sing(e.beat, e.length, e["semiTones"], e["semiTones1"], e["semiTonesPlayer"],
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e["close"], e["repeat"], e["semiTonesLeft2"], e["semiTonesLeft3"], e["semiTonesMiddle2"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("semiTones", new EntityTypes.Integer(-24, 24, -5), "Semitones", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTones1", new EntityTypes.Integer(-24, 24, -1), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 2), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."),
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new Param("close", GleeClub.MouthOpenClose.Both, "Close/Open Mouth", "Choose if the chorus kids should close or open their mouth."),
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new Param("repeat", false, "Repeating", "Toggle if the left and middle chorus kid should repeat this singing cue.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "semiTonesLeft2", "semiTonesLeft3", "semiTonesMiddle2" })
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}),
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new Param("semiTonesLeft2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left First)", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTonesLeft3", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Left Last)", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTonesMiddle2", new EntityTypes.Integer(-24, 24, 0), "Semitones (Repeat Middle)", "Set the number of semitones up or down this note should be pitched."),
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}
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},
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new GameAction("baton", "Baton")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; GleeClub.PreBaton(e.beat); },
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defaultLength = 2f
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},
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new GameAction("togetherNow", "Together Now!")
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{
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function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.TogetherNow(e.beat, e["semiTones"], e["semiTones1"], e["semiTonesPlayer"], e["pitch"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("semiTones", new EntityTypes.Integer(-24, 24, -1), "Semitones", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTones1", new EntityTypes.Integer(-24, 24, 4), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 10), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."),
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new Param("pitch", new EntityTypes.Float(0f, 5f, 1f), "Conductor Voice Pitch", "Choose the pitch of the conductor's voice. 1 is normal pitch.")
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}
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},
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new GameAction("forceSing", "Force Sing")
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{
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function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.ForceSing(e["semiTones"], e["semiTones1"], e["semiTonesPlayer"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("semiTones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTones1", new EntityTypes.Integer(-24, 24, 0), "Semitones (Next)", "Set the number of semitones up or down this note should be pitched."),
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new Param("semiTonesPlayer", new EntityTypes.Integer(-24, 24, 0), "Semitones (Player)", "Set the number of semitones up or down this note should be pitched."),
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}
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},
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new GameAction("presence", "Toggle Chorus Kids")
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{
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function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.ToggleKidsPresence(!e["left"], !e["middle"], !e["player"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("left", false, "Left Kid Present", "Toggle if this chorus kid should be present."),
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new Param("middle", false, "Middle Kid Present", "Toggle if this chorus kid should be present."),
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new Param("player", false, "Player Kid Present", "Toggle if this chorus kid should be present."),
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}
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},
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new GameAction("fadeOutTime", "Set Sing Game-Switch Fade Out Time")
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{
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function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.SetGameSwitchFadeOutTime(e["fade"], e["fade1"], e["fadeP"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("fade", new EntityTypes.Float(0, 20f, 0f), "Left Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."),
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new Param("fade1", new EntityTypes.Float(0, 20f, 0f), "Middle Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."),
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new Param("fadeP", new EntityTypes.Float(0, 20f, 0f), "Player Chorus Kid", "Set how long (in seconds) this chorus kid's singing should take to fade out if it is interrupted by a game switch."),
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}
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},
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new GameAction("passTurn", "Pass Turn")
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{
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function = delegate { var e = eventCaller.currentEntity; GleeClub.instance.PassTurn(e.beat, e.length); },
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resizable = true,
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defaultLength = 0.5f,
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hidden = true
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},
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},
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new List<string>() { "ntr", "repeat" },
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"ntrchorus", "en",
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new List<string>() { "en" }
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_GleeClub;
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public class GleeClub : Minigame
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{
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public enum MouthOpenClose
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{
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Both,
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OnlyOpen,
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OnlyClose
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}
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public struct QueuedSinging
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{
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public double startBeat;
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public float length;
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public int semiTones;
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public int semiTonesPlayer;
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public int closeMouth;
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public bool repeating;
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public int semiTonesLeft2;
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public int semiTonesLeft3;
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public int semiTonesMiddle2;
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}
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[Header("Prefabs")]
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[SerializeField] GleeClubSingInput singInputPrefab;
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[Header("Components")]
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[SerializeField] Animator heartAnim;
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[SerializeField] Animator condAnim;
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public ChorusKid leftChorusKid;
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public ChorusKid middleChorusKid;
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public ChorusKid playerChorusKid;
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[Header("Variables")]
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static List<QueuedSinging> queuedSingings = new List<QueuedSinging>();
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static List<double> queuedBatons = new();
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bool intervalStarted;
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double intervalStartBeat;
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float beatInterval = 4f;
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public bool missed;
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public static GleeClub instance;
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float currentYellPitch = 1f;
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int startIntervalIndex;
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private List<RiqEntity> allIntervalEvents = new List<RiqEntity>();
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void Awake()
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{
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instance = this;
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var camEvents = EventCaller.GetAllInGameManagerList("gleeClub", new string[] { "intervalStart" });
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List<RiqEntity> tempEvents = new List<RiqEntity>();
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for (int i = 0; i < camEvents.Count; i++)
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{
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if (camEvents[i].beat + camEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
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{
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tempEvents.Add(camEvents[i]);
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}
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}
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allIntervalEvents = tempEvents;
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}
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void Start()
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{
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if (!PlayerInput.GetIsAction(InputAction_BasicPressing) && Conductor.instance.isPlaying && !GameManager.instance.autoplay)
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{
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playerChorusKid.StartSinging();
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leftChorusKid.MissPose();
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middleChorusKid.MissPose();
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}
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}
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void OnDestroy()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedSingings.Count > 0) queuedSingings.Clear();
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if (queuedBatons.Count > 0) queuedBatons.Clear();
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}
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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void Update()
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{
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if (!playerChorusKid.disappeared)
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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playerChorusKid.StopSinging();
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leftChorusKid.MissPose();
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middleChorusKid.MissPose();
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ScoreMiss();
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}
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if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease))
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{
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playerChorusKid.StartSinging();
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leftChorusKid.MissPose();
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middleChorusKid.MissPose();
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ScoreMiss();
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}
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if (PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
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{
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playerChorusKid.StartYell();
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leftChorusKid.MissPose();
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middleChorusKid.MissPose();
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ScoreMiss();
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}
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}
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}
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if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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{
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if (queuedBatons.Count > 0)
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{
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foreach (var baton in queuedBatons)
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{
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Baton(baton);
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}
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queuedBatons.Clear();
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}
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(intervalStartBeat, beatInterval);
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if (normalizedBeat >= 1f && intervalStarted)
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{
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PassTurn(intervalStartBeat + beatInterval, 0f);
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}
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if (allIntervalEvents.Count > 0)
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{
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if (startIntervalIndex < allIntervalEvents.Count && startIntervalIndex >= 0)
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{
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if (Conductor.instance.songPositionInBeatsAsDouble >= allIntervalEvents[startIntervalIndex].beat)
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{
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StartInterval((float)allIntervalEvents[startIntervalIndex].beat, allIntervalEvents[startIntervalIndex].length);
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startIntervalIndex++;
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}
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}
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}
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}
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedSingings.Count > 0) queuedSingings.Clear();
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if (queuedBatons.Count > 0) queuedBatons.Clear();
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}
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}
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public void ToggleKidsPresence(bool left, bool middle, bool player)
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{
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leftChorusKid.TogglePresence(left);
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middleChorusKid.TogglePresence(middle);
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playerChorusKid.TogglePresence(player);
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}
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public void SetGameSwitchFadeOutTime(float fadeOut, float fadeOut1, float fadeOutPlayer)
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{
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leftChorusKid.gameSwitchFadeOutTime = fadeOut;
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middleChorusKid.gameSwitchFadeOutTime = fadeOut1;
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playerChorusKid.gameSwitchFadeOutTime = fadeOutPlayer;
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}
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public void ForceSing(int semiTones, int semiTones1, int semiTonesPlayer)
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{
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leftChorusKid.currentPitch = SoundByte.GetPitchFromSemiTones(semiTones, true);
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middleChorusKid.currentPitch = SoundByte.GetPitchFromSemiTones(semiTones1, true);
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playerChorusKid.currentPitch = SoundByte.GetPitchFromSemiTones(semiTonesPlayer, true);
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leftChorusKid.StartSinging(true);
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middleChorusKid.StartSinging(true);
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if (!PlayerInput.GetIsAction(InputAction_BasicPressing) || GameManager.instance.autoplay) playerChorusKid.StartSinging(true);
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else missed = true;
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}
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public void TogetherNow(double beat, int semiTones, int semiTones1, int semiTonesPlayer, float conductorPitch)
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{
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if (!playerChorusKid.disappeared) ScheduleInput(beat, 2.5f, InputAction_FlickRelease, JustTogetherNow, Out, Out);
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if (!playerChorusKid.disappeared) ScheduleInput(beat, 3.5f, InputAction_BasicPress, JustTogetherNowClose, MissBaton, Out);
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float pitch = SoundByte.GetPitchFromSemiTones(semiTones, true);
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float pitch1 = SoundByte.GetPitchFromSemiTones(semiTones1, true);
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currentYellPitch = SoundByte.GetPitchFromSemiTones(semiTonesPlayer, true);
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("gleeClub/togetherEN-01", beat + 0.5f, conductorPitch),
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new MultiSound.Sound("gleeClub/togetherEN-02", beat + 1f, conductorPitch),
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new MultiSound.Sound("gleeClub/togetherEN-03", beat + 1.5f, conductorPitch),
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new MultiSound.Sound("gleeClub/togetherEN-04", beat + 2f, conductorPitch, 1, false, 0.02f),
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});
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate
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{
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leftChorusKid.StartCrouch();
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middleChorusKid.StartCrouch();
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playerChorusKid.StartCrouch();
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}),
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new BeatAction.Action(beat + 2.5f, delegate
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{
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leftChorusKid.currentPitch = pitch;
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middleChorusKid.currentPitch = pitch1;
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leftChorusKid.StartYell();
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middleChorusKid.StartYell();
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}),
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new BeatAction.Action(beat + 3.5f, delegate
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{
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leftChorusKid.StopSinging(true);
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middleChorusKid.StopSinging(true);
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}),
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new BeatAction.Action(beat + 6f, delegate
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{
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if (!playerChorusKid.disappeared) ShowHeart(beat + 6f);
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})
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});
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}
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void JustTogetherNow(PlayerActionEvent caller, float state)
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{
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playerChorusKid.currentPitch = currentYellPitch;
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playerChorusKid.StartYell();
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}
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void JustTogetherNowClose(PlayerActionEvent caller, float state)
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{
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playerChorusKid.StopSinging(true);
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}
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public void StartInterval(double beat, float length)
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{
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intervalStartBeat = beat;
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beatInterval = length;
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intervalStarted = true;
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}
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public void Sing(double beat, float length, int semiTones, int semiTones1, int semiTonesPlayer, int closeMouth, bool repeating, int semiTonesLeft2, int semiTonesLeft3, int semiTonesMiddle2)
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{
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float pitch = SoundByte.GetPitchFromSemiTones(semiTones, true);
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if (!intervalStarted)
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{
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StartInterval(beat, length);
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}
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { if (closeMouth != (int)MouthOpenClose.OnlyClose) leftChorusKid.currentPitch = pitch; leftChorusKid.StartSinging(); }),
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new BeatAction.Action(beat + length, delegate { if (closeMouth != (int)MouthOpenClose.OnlyOpen) leftChorusKid.StopSinging(); }),
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});
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queuedSingings.Add(new QueuedSinging
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{
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startBeat = beat - intervalStartBeat,
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length = length,
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semiTones = semiTones1,
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closeMouth = closeMouth,
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semiTonesPlayer = semiTonesPlayer,
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repeating = repeating,
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semiTonesLeft2 = semiTonesLeft2,
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semiTonesLeft3 = semiTonesLeft3,
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semiTonesMiddle2 = semiTonesMiddle2
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});
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}
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public void PassTurn(double beat, float length)
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{
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if (queuedSingings.Count == 0) return;
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intervalStarted = false;
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missed = false;
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if (!playerChorusKid.disappeared) ShowHeart(beat + length + beatInterval * 2 + 1);
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foreach (var sing in queuedSingings)
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{
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float playerPitch = SoundByte.GetPitchFromSemiTones(sing.semiTonesPlayer, true);
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if (!playerChorusKid.disappeared)
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{
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GleeClubSingInput spawnedInput = Instantiate(singInputPrefab, transform);
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spawnedInput.pitch = playerPitch;
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spawnedInput.Init(beat + length + sing.startBeat + beatInterval, sing.length, sing.closeMouth);
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}
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float pitch = SoundByte.GetPitchFromSemiTones(sing.semiTones, true);
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float pitchLeft2 = SoundByte.GetPitchFromSemiTones(sing.semiTonesLeft2, true);
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float pitchLeft3 = SoundByte.GetPitchFromSemiTones(sing.semiTonesLeft3, true);
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float pitchMiddle2 = SoundByte.GetPitchFromSemiTones(sing.semiTonesMiddle2, true);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length + sing.startBeat, delegate
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{
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if (sing.closeMouth != (int)MouthOpenClose.OnlyClose)
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{
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middleChorusKid.currentPitch = pitch;
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middleChorusKid.StartSinging();
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if (sing.repeating)
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{
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leftChorusKid.currentPitch = pitchLeft2;
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leftChorusKid.StartSinging();
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}
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}
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}),
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new BeatAction.Action(beat + length + sing.startBeat + sing.length, delegate
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{
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if (sing.closeMouth != (int)MouthOpenClose.OnlyOpen)
|
|
{
|
|
middleChorusKid.StopSinging();
|
|
if (sing.repeating) leftChorusKid.StopSinging();
|
|
}
|
|
}),
|
|
new BeatAction.Action(beat + length + sing.startBeat + beatInterval, delegate
|
|
{
|
|
if (sing.closeMouth != (int)MouthOpenClose.OnlyClose && sing.repeating)
|
|
{
|
|
middleChorusKid.currentPitch = pitchMiddle2;
|
|
leftChorusKid.currentPitch = pitchLeft3;
|
|
middleChorusKid.StartSinging();
|
|
leftChorusKid.StartSinging();
|
|
}
|
|
}),
|
|
new BeatAction.Action(beat + length + sing.startBeat + sing.length + beatInterval, delegate
|
|
{
|
|
if (sing.closeMouth != (int)MouthOpenClose.OnlyOpen && sing.repeating)
|
|
{
|
|
middleChorusKid.StopSinging();
|
|
leftChorusKid.StopSinging();
|
|
}
|
|
}),
|
|
});
|
|
}
|
|
queuedSingings.Clear();
|
|
}
|
|
|
|
public static void PreBaton(double beat)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("gleeClub/BatonUp", beat),
|
|
new MultiSound.Sound("gleeClub/BatonDown", beat + 1),
|
|
}, forcePlay: true);
|
|
if (GameManager.instance.currentGame == "gleeClub")
|
|
{
|
|
instance.Baton(beat);
|
|
}
|
|
else
|
|
{
|
|
queuedBatons.Add(beat);
|
|
}
|
|
}
|
|
|
|
public void Baton(double beat)
|
|
{
|
|
missed = false;
|
|
if (!playerChorusKid.disappeared) ScheduleInput(beat, 1, InputAction_BasicPress, JustBaton, MissBaton, Out);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
condAnim.DoScaledAnimationAsync("ConductorBatonUp", 0.5f);
|
|
}),
|
|
new BeatAction.Action(beat + 1, delegate
|
|
{
|
|
condAnim.DoScaledAnimationAsync("ConductorBatonDown", 0.5f);
|
|
leftChorusKid.StopSinging();
|
|
middleChorusKid.StopSinging();
|
|
}),
|
|
new BeatAction.Action(beat + 2, delegate
|
|
{
|
|
condAnim.DoUnscaledAnimation("ConductorIdle", 0, -1);
|
|
}),
|
|
});
|
|
}
|
|
|
|
void JustBaton(PlayerActionEvent caller, float state)
|
|
{
|
|
playerChorusKid.StopSinging();
|
|
ShowHeart(caller.timer + caller.startBeat + 1f);
|
|
}
|
|
|
|
void MissBaton(PlayerActionEvent caller)
|
|
{
|
|
missed = true;
|
|
}
|
|
|
|
void Out(PlayerActionEvent caller) { }
|
|
|
|
public void ShowHeart(double beat)
|
|
{
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate
|
|
{
|
|
if (missed)
|
|
{
|
|
leftChorusKid.MissPose();
|
|
middleChorusKid.MissPose();
|
|
return;
|
|
}
|
|
heartAnim.Play("HeartIdle", 0, 0);
|
|
}),
|
|
new BeatAction.Action(beat + 2, delegate
|
|
{
|
|
heartAnim.Play("HeartNothing", 0, 0);
|
|
})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|