mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +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>
991 lines
44 KiB
C#
991 lines
44 KiB
C#
using HeavenStudio.Util;
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using System.Collections.Generic;
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using UnityEngine;
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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 RvlSeeSawLoader
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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("seeSaw", "See-Saw", "ffb4f7", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Bop(e.beat, e.length, e["bopSee"], e["bopSaw"], e["autoSee"], e["autoSaw"], e["strumSee"], e["strumSaw"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bopSee", true, "See Bop", "Should see bop?"),
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new Param("bopSaw", true, "Saw Bop", "Should saw bop?"),
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new Param("autoSee", false, "See Bop (Auto)", "Should see auto bop?"),
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new Param("autoSaw", false, "Saw Bop (Auto)", "Should saw auto bop?"),
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new Param("strumSee", false, "See Strum", "Should see do the strum bop?"),
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new Param("strumSaw", false, "Saw Strum", "Should saw do the strum bop?"),
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}
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},
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new GameAction("longLong", "Long Long")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongLong(e.beat, e["high"], e["height"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("longShort", "Long Short")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.LongShort(e.beat, e["high"], e["height"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("shortLong", "Short Long")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortLong(e.beat, e["high"], e["height"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("shortShort", "Short Short")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.cameraMove = e["camMove"]; SeeSaw.instance.ShortShort(e.beat, e["high"], e["height"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("high", false, "High", "Toggle if the jumps should be high jumps.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "height", "camMove" })
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}),
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new Param("height", new EntityTypes.Float(0, 1, 0), "Height", "Set how high the high jumps will go. 0 is the minimum height, and 1 is the maximum height."),
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new Param("camMove", true, "Camera Movement", "Toggle if the camera will follow Saw when they jump.")
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}
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},
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new GameAction("choke", "Strum")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.Choke(e.beat, e.length, e["see"], e["saw"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("see", true, "See", "Toggle if See will strum and explode."),
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new Param("saw", true, "Saw", "Toggle if Saw will strum and explode.")
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}
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},
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new GameAction("changeBgColor", "Background Appearance")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorFrom", SeeSaw.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
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new Param("colorTo", SeeSaw.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
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new Param("colorFrom2", SeeSaw.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
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new Param("colorTo2", SeeSaw.defaultBGColorBottom, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("recolor", "Color Pallete")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.ChangeMappingColor(e["fill"], e["outline"]); },
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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("outline", SeeSaw.defaultOtherColor, "Outline Color", "Set the color used for the outlines."),
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new Param("fill", Color.white, "Fill Color", "Set the color used for the fill.")
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}
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}
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},
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new List<string>() {"rvl", "normal", "keep"},
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"rvlseesaw", "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_SeeSaw;
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using System;
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using System.Linq;
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public class SeeSaw : Minigame
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{
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private static Color _defaultBGColor;
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public static Color defaultBGColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FF00E4", out _defaultBGColor);
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return _defaultBGColor;
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}
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}
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private static Color _defaultBGColorBottom;
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public static Color defaultBGColorBottom
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFB4F7", out _defaultBGColorBottom);
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return _defaultBGColorBottom;
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}
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}
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private static Color _defaultOtherColor;
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public static Color defaultOtherColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#0A103C", out _defaultOtherColor);
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return _defaultOtherColor;
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}
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}
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[Header("Components")]
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[SerializeField] Animator seeSawAnim;
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[SerializeField] SeeSawGuy see;
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[SerializeField] SeeSawGuy saw;
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[SerializeField] ParticleSystem leftWhiteOrbs;
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[SerializeField] ParticleSystem rightBlackOrbs;
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//bg stuffs
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[SerializeField] SpriteRenderer gradient;
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[SerializeField] SpriteRenderer bgLow;
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[SerializeField] SpriteRenderer bgHigh;
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[SerializeField] SpriteRenderer[] recolors;
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[Header("Properties")]
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[NonSerialized] public bool sawShouldBop;
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[NonSerialized] public bool seeShouldBop;
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GameEvent bop = new GameEvent();
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double bgColorStartBeat = -1;
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float bgColorLength = 0;
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Util.EasingFunction.Ease lastEase;
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Color colorFrom;
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Color colorTo;
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Color colorFrom2;
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Color colorTo2;
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bool canPrepare = true;
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public bool cameraMove = true;
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[SerializeField] SuperCurveObject.Path[] jumpPaths;
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[Header("Color Mapping")]
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public Material MappingMaterial;
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public static Color FillColor = Color.white;
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public static Color OutlineColor = new Color(0.03921569f, 0.0627451f, 0.2352941f, 1);
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private int currentJumpIndex;
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private List<RiqEntity> allJumpEvents = new List<RiqEntity>();
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public static SeeSaw instance;
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private Sound _landSoundEnd;
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private double _gameSwitchBeat;
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private void Awake()
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{
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instance = this;
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colorFrom = defaultBGColor;
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colorTo = defaultBGColor;
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colorFrom2 = defaultBGColorBottom;
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colorTo2 = defaultBGColorBottom;
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}
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public override void OnPlay(double beat)
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{
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GrabJumpEvents(beat);
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PersistColor(beat);
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PersistColors(beat);
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_gameSwitchBeat = beat;
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}
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public override void OnGameSwitch(double beat)
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{
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GrabJumpEvents(beat);
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PersistColor(beat);
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PersistColors(beat);
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_gameSwitchBeat = beat;
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}
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private void OnDestroy()
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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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if (_landSoundEnd != null) _landSoundEnd.Stop();
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}
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private void PersistColors(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "recolor" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
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var e = allEventsBeforeBeat[^1];
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ChangeMappingColor(e["fill"], e["outline"]);
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}
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else
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{
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ChangeMappingColor(Color.white, defaultOtherColor);
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}
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}
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private void Start()
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{
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if (allJumpEvents.Count > 0 && allJumpEvents[0].datamodel is "seeSaw/shortLong" or "seeSaw/shortShort")
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{
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saw.anim.Play("GetUp_In", 0, 1);
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saw.transform.position = saw.landInTrans.position;
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}
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MappingMaterial.SetColor("_ColorBravo", FillColor);
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MappingMaterial.SetColor("_ColorDelta", OutlineColor);
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foreach (var recolor in recolors)
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{
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recolor.color = OutlineColor;
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}
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}
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new void OnDrawGizmos()
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{
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base.OnDrawGizmos();
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foreach (SuperCurveObject.Path path in jumpPaths)
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{
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if (path.preview)
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{
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see.DrawEditorGizmo(path);
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}
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}
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}
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private void GrabJumpEvents(double beat)
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{
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var jumpEvents = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "longLong", "longShort", "shortLong", "shortShort" });
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List<RiqEntity> tempEvents = new List<RiqEntity>();
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for (int i = 0; i < jumpEvents.Count; i++)
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{
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if (jumpEvents[i].beat >= beat)
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{
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tempEvents.Add(jumpEvents[i]);
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}
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}
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tempEvents.Sort((s1, s2) => s1.beat.CompareTo(s2.beat));
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List<RiqEntity> tempEvents2 = new List<RiqEntity>();
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if (tempEvents.Count > 1)
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{
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double goodBeat = tempEvents[0].beat + tempEvents[0].length;
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for (int i = 1; i < tempEvents.Count; i++)
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{
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if (tempEvents[i].beat < goodBeat)
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{
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tempEvents2.Add(tempEvents[i]);
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}
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else
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{
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goodBeat = tempEvents[i].beat + tempEvents[i].length;
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}
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}
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}
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foreach (var jump in tempEvents2)
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{
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tempEvents.Remove(jump);
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}
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allJumpEvents = tempEvents;
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}
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
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}
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}
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private void BackgroundColorUpdate(Conductor cond)
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{
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float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
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float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
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float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
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float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
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bgHigh.color = new Color(newColorR, newColorG, newColorB);
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gradient.color = new Color(newColorR, newColorG, newColorB);
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newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
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newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
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newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
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bgLow.color = new Color(newColorR, newColorG, newColorB);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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BackgroundColorUpdate(cond);
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if (allJumpEvents.Count > 0 && !(see.dead || saw.dead))
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{
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if (currentJumpIndex < allJumpEvents.Count && currentJumpIndex >= 0)
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{
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if (currentJumpIndex == 0
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|| allJumpEvents[currentJumpIndex].beat > allJumpEvents[currentJumpIndex - 1].length + ((allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort") ? 1 : 2))
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{
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bool inJump = DetermineStartLandInOrOut();
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if (cond.songPositionInBeatsAsDouble >= allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2))
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{
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if (canPrepare && cond.songPositionInBeatsAsDouble < allJumpEvents[currentJumpIndex].beat)
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{
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float beatToJump = (float)allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2);
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if (beatToJump >= _gameSwitchBeat) SoundByte.PlayOneShotGame("seeSaw/prepareHigh", beatToJump);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beatToJump, delegate { see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beatToJump); see.canBop = false; })
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});
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canPrepare = false;
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}
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}
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}
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}
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}
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (seeShouldBop)
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{
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see.Bop();
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}
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if (sawShouldBop)
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{
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saw.Bop();
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}
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}
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}
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}
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public static void ChangeMappingColor(Color colorFill, Color colorOutline)
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{
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OutlineColor = colorOutline;
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FillColor = colorFill;
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if (GameManager.instance.currentGame == "seeSaw")
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{
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instance.UpdateColors();
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}
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}
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private void UpdateColors()
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{
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MappingMaterial.SetColor("_ColorBravo", FillColor);
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MappingMaterial.SetColor("_ColorDelta", OutlineColor);
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foreach (var recolor in recolors)
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{
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recolor.color = OutlineColor;
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}
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}
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public void Choke(double beat, float length, bool seeChoke, bool sawChoke)
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{
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if (seeChoke) see.Choke(beat, length);
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if (sawChoke) saw.Choke(beat, length);
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}
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public void Bop(double beat, float length, bool bopSee, bool bopSaw, bool autoSee, bool autoSaw, bool strumSee, bool strumSaw)
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{
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seeShouldBop = autoSee;
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sawShouldBop = autoSaw;
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see.strum = strumSee;
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saw.strum = strumSaw;
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if (bopSee || bopSaw)
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{
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List<BeatAction.Action> bops = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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bops.Add(new BeatAction.Action(beat + i, delegate
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{
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if (bopSaw)
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{
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saw.Bop();
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}
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if (bopSee)
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{
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see.Bop();
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}
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}));
|
|
}
|
|
BeatAction.New(instance, bops);
|
|
}
|
|
}
|
|
|
|
public void ChangeColor(double beat, float length, Color color1, Color color2, Color color3, Color color4, int ease)
|
|
{
|
|
bgColorStartBeat = beat;
|
|
bgColorLength = length;
|
|
colorFrom = color1;
|
|
colorTo = color2;
|
|
colorFrom2 = color3;
|
|
colorTo2 = color4;
|
|
lastEase = (Util.EasingFunction.Ease)ease;
|
|
}
|
|
|
|
public void LongLong(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, true);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 1),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherLongJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
});
|
|
}
|
|
|
|
ScheduleInput(beat, 2f, InputAction_BasicPress, high ? JustLongHigh : JustLong, MissLong, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 4)
|
|
{
|
|
saw.canBop = true;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 4);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 3.75f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + 4, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void LongShort(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, true);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 1),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherLongJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceLong2", beat + 1),
|
|
});
|
|
}
|
|
ScheduleInput(beat, 2f, InputAction_BasicPress, high ? JustShortHigh : JustShort, MissShort, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 3)
|
|
{
|
|
saw.canBop = true;
|
|
float beatLength = see.ShouldEndJumpOut() ? 4 : 3;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ShortLong(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 0.5f),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherShortJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
});
|
|
}
|
|
ScheduleInput(beat, 1f, InputAction_BasicPress, high ? JustLongHigh : JustLong, MissLong, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 3)
|
|
{
|
|
saw.canBop = true;
|
|
float beatLength = see.ShouldEndJumpOut() ? 3 : 2;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true; })
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ShortShort(double beat, bool high, float height)
|
|
{
|
|
if (see.dead || saw.dead) return;
|
|
if (currentJumpIndex != 0)
|
|
{
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
saw.canBop = false;
|
|
bool inJump = DetermineStartLandInOrOut();
|
|
if (canPrepare) see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beat - (inJump ? 1 : 2));
|
|
canPrepare = false;
|
|
seeSawAnim.transform.localScale = new Vector3(-1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
if (high)
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Big, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherHighJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
new MultiSound.Sound("seeSaw/midAirShine", beat + 0.5f),
|
|
});
|
|
}
|
|
else
|
|
{
|
|
see.Land(SeeSawGuy.LandType.Normal, false);
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("seeSaw/otherShortJump", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort1", beat),
|
|
new MultiSound.Sound("seeSaw/otherVoiceShort2", beat + 0.5f),
|
|
});
|
|
}
|
|
ScheduleInput(beat, 1f, InputAction_BasicPress, high ? JustShortHigh : JustShort, MissShort, Empty);
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
currentJumpIndex++;
|
|
}
|
|
DetermineSawJump(beat, high, height);
|
|
|
|
if (currentJumpIndex >= allJumpEvents.Count || allJumpEvents[currentJumpIndex].beat != beat + 2)
|
|
{
|
|
saw.canBop = true;
|
|
_landSoundEnd = SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 2);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 1.75f, delegate { see.canBop = true; }),
|
|
new BeatAction.Action(beat + 2, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true;})
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool DetermineStartLandInOrOut()
|
|
{
|
|
bool inJump = allJumpEvents[currentJumpIndex].datamodel is "seeSaw/shortLong" or "seeSaw/shortShort";
|
|
if (!(currentJumpIndex + 1 >= allJumpEvents.Count))
|
|
{
|
|
if (allJumpEvents[currentJumpIndex + 1].beat == allJumpEvents[currentJumpIndex].beat + allJumpEvents[currentJumpIndex].length)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/shortLong")
|
|
{
|
|
inJump = false;
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort")
|
|
{
|
|
inJump = true;
|
|
}
|
|
}
|
|
}
|
|
return inJump;
|
|
}
|
|
|
|
public SuperCurveObject.Path GetPath(string name)
|
|
{
|
|
foreach (SuperCurveObject.Path path in jumpPaths)
|
|
{
|
|
if (path.name == name)
|
|
{
|
|
return path;
|
|
}
|
|
}
|
|
return default(SuperCurveObject.Path);
|
|
}
|
|
|
|
void DetermineSeeJump(double beat, bool miss = false, bool high = false, float height = 0)
|
|
{
|
|
if (currentJumpIndex < 0) return;
|
|
if (allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/longLong" || allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/shortLong")
|
|
{
|
|
if (NextJumpEventIsOnBeat())
|
|
{
|
|
bool shouldHighJump = allJumpEvents[currentJumpIndex]["high"] || high;
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longLong" or "seeSaw/shortLong")
|
|
{
|
|
see.SetState(shouldHighJump ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, miss, height);
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort")
|
|
{
|
|
see.SetState(shouldHighJump ? SeeSawGuy.JumpState.HighOutIn : SeeSawGuy.JumpState.OutIn, beat, miss, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (see.ShouldEndJumpOut())
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpOut, beat, miss);
|
|
}
|
|
else
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpIn, beat, miss);
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/longShort" || allJumpEvents[currentJumpIndex - 1].datamodel == "seeSaw/shortShort")
|
|
{
|
|
if (NextJumpEventIsOnBeat())
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longLong" or "seeSaw/shortLong")
|
|
{
|
|
see.SetState(high ? SeeSawGuy.JumpState.HighInOut : SeeSawGuy.JumpState.InOut, beat, miss, height);
|
|
}
|
|
else if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/shortShort")
|
|
{
|
|
see.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, miss, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (see.ShouldEndJumpOut())
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpOut, beat, miss);
|
|
}
|
|
else
|
|
{
|
|
see.SetState(SeeSawGuy.JumpState.EndJumpIn, beat, miss);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DetermineSawJump(double beat, bool high, float height)
|
|
{
|
|
if (currentJumpIndex >= 0)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex - 1].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
|
|
{
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, false, height);
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighOutIn : SeeSawGuy.JumpState.OutIn, beat, false, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighOutOut : SeeSawGuy.JumpState.OutOut, beat, false, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (currentJumpIndex < allJumpEvents.Count)
|
|
{
|
|
if (allJumpEvents[currentJumpIndex].datamodel is "seeSaw/longShort" or "seeSaw/longLong")
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighInOut : SeeSawGuy.JumpState.InOut, beat, false, height);
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, false, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
saw.SetState(high ? SeeSawGuy.JumpState.HighInIn : SeeSawGuy.JumpState.InIn, beat, false, height);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool NextJumpEventIsOnBeat()
|
|
{
|
|
return currentJumpIndex < allJumpEvents.Count && allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length;
|
|
}
|
|
|
|
public void SpawnOrbs(bool white, double beat)
|
|
{
|
|
ParticleSystem ps = null;
|
|
if (white)
|
|
{
|
|
ps = Instantiate(leftWhiteOrbs, leftWhiteOrbs.transform.parent);
|
|
}
|
|
else
|
|
{
|
|
ps = Instantiate(rightBlackOrbs, rightBlackOrbs.transform.parent);
|
|
}
|
|
ParticleSystem psChild = ps.transform.GetChild(1).GetComponent<ParticleSystem>();
|
|
psChild.SetAsyncScaling(0.65f);
|
|
ps.transform.GetChild(2).GetComponent<ParticleSystem>().SetAsyncScaling(0.5f);
|
|
psChild.transform.GetChild(1).GetComponent<ParticleSystem>().SetAsyncScaling(0.5f);
|
|
ps.PlayScaledAsync(0.65f);
|
|
}
|
|
|
|
public void JustLong(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, true);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
saw.Land(SeeSawGuy.LandType.Normal, false);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerLongJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong2", caller.timer + caller.startBeat + 1f, 1, 1, false, false, 0.0104166666f);
|
|
}
|
|
|
|
public void JustLongHigh(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, true);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat, false, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
seeSawAnim.DoScaledAnimationAsync("Lightning", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/explosionBlack");
|
|
|
|
saw.Land(SeeSawGuy.LandType.Big, true);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerLongJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceLong2", caller.timer + caller.startBeat + 1f, 1, 1, false, false, 0.0104166666f);
|
|
}
|
|
|
|
public void MissLong(PlayerActionEvent caller)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/miss");
|
|
saw.Land(SeeSawGuy.LandType.Miss, true);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, allJumpEvents[currentJumpIndex - 1]["high"], allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
}
|
|
|
|
public void JustShort(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, false);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat);
|
|
seeSawAnim.DoScaledAnimationAsync("Good", 0.5f);
|
|
saw.Land(SeeSawGuy.LandType.Normal, false);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerShortJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort2", caller.timer + caller.startBeat + 0.5f);
|
|
}
|
|
|
|
public void JustShortHigh(PlayerActionEvent caller, float state)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/ow");
|
|
saw.Land(SeeSawGuy.LandType.Barely, false);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
return;
|
|
}
|
|
DetermineSeeJump(caller.timer + caller.startBeat, false, true, allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
seeSawAnim.DoScaledAnimationAsync("Lightning", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/explosionWhite");
|
|
|
|
saw.Land(SeeSawGuy.LandType.Big, false);
|
|
if (currentJumpIndex >= 0 && currentJumpIndex != allJumpEvents.Count
|
|
&& allJumpEvents[currentJumpIndex].beat == allJumpEvents[currentJumpIndex - 1].beat + allJumpEvents[currentJumpIndex - 1].length
|
|
&& allJumpEvents[currentJumpIndex]["high"])
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerHighJump");
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("seeSaw/playerShortJump");
|
|
}
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort1");
|
|
SoundByte.PlayOneShotGame("seeSaw/just");
|
|
SoundByte.PlayOneShotGame("seeSaw/playerVoiceShort2", caller.timer + caller.startBeat + 0.5f);
|
|
}
|
|
|
|
public void MissShort(PlayerActionEvent caller)
|
|
{
|
|
seeSawAnim.transform.localScale = new Vector3(1, 1, 1);
|
|
seeSawAnim.DoScaledAnimationAsync("Bad", 0.5f);
|
|
SoundByte.PlayOneShotGame("seeSaw/miss");
|
|
saw.Land(SeeSawGuy.LandType.Miss, false);
|
|
DetermineSeeJump(caller.timer + caller.startBeat, true, allJumpEvents[currentJumpIndex - 1]["high"], allJumpEvents[currentJumpIndex - 1]["height"]);
|
|
}
|
|
|
|
public void Empty(PlayerActionEvent caller) { }
|
|
}
|
|
|
|
}
|