mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
50a1b7bcdb
* 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
82 lines
No EOL
2.2 KiB
C#
82 lines
No EOL
2.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DrummingPractice
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{
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public class DrummerHit : MonoBehaviour
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{
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DrummingPractice game;
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public double startBeat;
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public bool applause = true;
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// Start is called before the first frame update
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void Awake()
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{
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game = DrummingPractice.instance;
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}
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void Start()
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{
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+1f, delegate {
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SoundByte.PlayOneShotGame("drummingPractice/drum");
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game.leftDrummer.Hit(true, false);
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game.rightDrummer.Hit(true, false);
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}),
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});
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}
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// Update is called once per frame
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void Update() { }
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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Hit(false);
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}
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Hit(true);
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}
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private void Miss(PlayerActionEvent caller)
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{
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game.SetFaces(2);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+2f, delegate {
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game.SetFaces(0);
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})
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});
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CleanUp();
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}
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private void Out(PlayerActionEvent caller) {}
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public void Hit(bool _hit)
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{
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game.player.Hit(_hit, applause, true);
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game.SetFaces(_hit ? 1 : 2);
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if (!_hit)
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{
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+2f, delegate {
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game.SetFaces(0);
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}),
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});
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}
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CleanUp();
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}
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public void CleanUp()
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{
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Destroy(gameObject);
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}
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}
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} |