mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
d32f5591d2
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt
172 lines
4.6 KiB
C#
172 lines
4.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_CatchyTune
|
|
{
|
|
public class Fruit : MonoBehaviour
|
|
{
|
|
|
|
public bool isPineapple;
|
|
public double startBeat;
|
|
|
|
public Animator anim;
|
|
|
|
public bool side;
|
|
|
|
public double barelyStart = 0f;
|
|
|
|
public bool smile;
|
|
|
|
public float endSmile;
|
|
|
|
private string soundText;
|
|
|
|
private CatchyTune game;
|
|
|
|
private float beatLength = 4f;
|
|
|
|
private void Awake()
|
|
{
|
|
game = CatchyTune.instance;
|
|
|
|
var cond = Conductor.instance;
|
|
var tempo = cond.songBpm;
|
|
var playbackSpeed = cond.musicSource.pitch;
|
|
|
|
if (isPineapple) beatLength = 8f;
|
|
|
|
if (side)
|
|
{
|
|
transform.localScale = new Vector3(-1f, 1f, 1f);
|
|
}
|
|
|
|
anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
|
|
|
|
soundText = "catchyTune/";
|
|
|
|
if (side)
|
|
{
|
|
soundText += "right";
|
|
}
|
|
else
|
|
{
|
|
soundText += "left";
|
|
}
|
|
|
|
if (isPineapple)
|
|
{
|
|
soundText += "Pineapple";
|
|
}
|
|
else
|
|
{
|
|
soundText += "Orange";
|
|
}
|
|
|
|
game.ScheduleInput(startBeat, beatLength, side ? CatchyTune.InputAction_Right : CatchyTune.InputAction_Left,
|
|
CatchFruit, Miss, WayOff);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (barelyStart > 0f)
|
|
{
|
|
anim.DoScaledAnimation("barely", Conductor.instance.GetUnSwungBeat(barelyStart), isPineapple ? 2f : 1f, clamp: true);
|
|
}
|
|
else
|
|
{
|
|
anim.DoScaledAnimation("fruit bounce", Conductor.instance.GetUnSwungBeat(startBeat), beatLength + (isPineapple ? 4f : 2f), clamp: true);
|
|
}
|
|
}
|
|
|
|
public static void PlaySound(double startBeat, bool side, bool isPineapple)
|
|
{
|
|
string soundText = "catchyTune/";
|
|
|
|
if (side)
|
|
{
|
|
soundText += "right";
|
|
}
|
|
else
|
|
{
|
|
soundText += "left";
|
|
}
|
|
|
|
if (isPineapple)
|
|
{
|
|
soundText += "Pineapple";
|
|
}
|
|
else
|
|
{
|
|
soundText += "Orange";
|
|
}
|
|
|
|
|
|
MultiSound.Sound[] sound;
|
|
|
|
|
|
if (isPineapple)
|
|
{
|
|
sound = new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound(soundText, startBeat + 2f),
|
|
new MultiSound.Sound(soundText, startBeat + 4f),
|
|
new MultiSound.Sound(soundText, startBeat + 6f)
|
|
};
|
|
}
|
|
else
|
|
{
|
|
sound = new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound(soundText, startBeat + 1f),
|
|
new MultiSound.Sound(soundText, startBeat + 2f),
|
|
new MultiSound.Sound(soundText, startBeat + 3f)
|
|
};
|
|
}
|
|
|
|
MultiSound.Play(sound, forcePlay: true);
|
|
}
|
|
|
|
private void CatchFruit(PlayerActionEvent caller, float state)
|
|
{
|
|
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
//near miss (barely)
|
|
barelyStart = Conductor.instance.unswungSongPositionInBeatsAsDouble;
|
|
|
|
game.catchBarely(side);
|
|
|
|
// play near miss animation
|
|
anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
|
|
|
|
BeatAction.New(this, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(barelyStart + (isPineapple ? 2f : 1f), delegate { Destroy(this.gameObject); }),
|
|
});
|
|
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame(soundText + "Catch");
|
|
game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
|
|
Destroy(this.gameObject);
|
|
}
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
game.catchMiss(side, isPineapple);
|
|
|
|
BeatAction.New(this, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat + beatLength + (isPineapple ? 3f : 1.5f), delegate { Destroy(this.gameObject); }),
|
|
});
|
|
}
|
|
|
|
private void WayOff(PlayerActionEvent caller) { } // whiffing is handled in the main loop
|
|
}
|
|
}
|