HeavenStudioPlus/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs
minenice55 50a1b7bcdb Integration of Jukebox Library (#451)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 15:13:29 -04:00

82 lines
No EOL
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class DrummerHit : MonoBehaviour
{
DrummingPractice game;
public double startBeat;
public bool applause = true;
// Start is called before the first frame update
void Awake()
{
game = DrummingPractice.instance;
}
void Start()
{
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+1f, delegate {
SoundByte.PlayOneShotGame("drummingPractice/drum");
game.leftDrummer.Hit(true, false);
game.rightDrummer.Hit(true, false);
}),
});
}
// Update is called once per frame
void Update() { }
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
Hit(false);
}
Hit(true);
}
private void Miss(PlayerActionEvent caller)
{
game.SetFaces(2);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
})
});
CleanUp();
}
private void Out(PlayerActionEvent caller) {}
public void Hit(bool _hit)
{
game.player.Hit(_hit, applause, true);
game.SetFaces(_hit ? 1 : 2);
if (!_hit)
{
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
}),
});
}
CleanUp();
}
public void CleanUp()
{
Destroy(gameObject);
}
}
}