HeavenStudioPlus/Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
minenice55 afc665ed61 Integration of Jukebox Library (#451) (#457)
* 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 19:17:06 +00:00

129 lines
No EOL
4.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{
public class Tweezers : MonoBehaviour
{
public int hitOnFrame;
[NonSerialized] public Animator anim;
private Animator vegetableAnim;
private RhythmTweezers game;
private bool pluckingThisFrame;
private bool holdingHair;
public SpriteRenderer heldHairSprite;
public Transform tweezerSpriteTrans;
private void Awake()
{
anim = GetComponent<Animator>();
vegetableAnim = RhythmTweezers.instance.VegetableAnimator;
game = RhythmTweezers.instance;
}
private void LateUpdate()
{
if (PlayerInput.Pressed(true))
{
if (!pluckingThisFrame) // Did you do a successful pluck earlier in the frame?
{
DropHeldHair();
anim.Play("Tweezers_Pluck", 0, 0);
}
}
pluckingThisFrame = false;
}
public void Pluck(bool ace, Hair hair)
{
DropHeldHair();
if (ace)
{
SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
hair.hairSprite.SetActive(false);
hair.stubbleSprite.SetActive(true);
game.hairsLeft--;
game.eyeSize = Mathf.Clamp(game.eyeSize + 1, 0, 10);
if (game.hairsLeft <= 0)
vegetableAnim.Play("HopFinal", 0, 0);
else
vegetableAnim.Play("Hop" + game.eyeSize.ToString(), 0, 0);
anim.Play("Tweezers_Pluck_Success", 0, 0);
}
else
{
SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
SoundByte.PlayOneShot("miss");
hair.hairSprite.SetActive(false);
hair.missedSprite.SetActive(true);
vegetableAnim.Play("Blink", 0, 0);
anim.Play("Tweezers_Pluck_Fail", 0, 0);
}
pluckingThisFrame = true; // Prevents standard pluck from playing in LateUpdate().
holdingHair = true;
}
public void LongPluck(bool ace, LongHair hair)
{
DropHeldHair();
if (ace)
{
SoundByte.PlayOneShotGame("rhythmTweezers/longPullEnd");
hair.hairSprite.SetActive(false);
hair.stubbleSprite.SetActive(true);
// Making transparent instead of disabling because animators are silly.
hair.loop.GetComponent<SpriteRenderer>().color = Color.clear;
game.hairsLeft--;
game.eyeSize = Mathf.Clamp(game.eyeSize + 1, 0, 10);
if (game.hairsLeft <= 0)
vegetableAnim.Play("HopFinal", 0, 0);
else
vegetableAnim.Play("Hop" + game.eyeSize.ToString(), 0, 0);
anim.Play("Tweezers_Pluck_Success", 0, 0);
}
pluckingThisFrame = true;
holdingHair = true;
}
public void DropHeldHair()
{
if (!holdingHair) return;
var droppedHair = GameObject.Instantiate(game.pluckedHairBase, game.DroppedHairsHolder.transform).GetComponent<SpriteRenderer>();
droppedHair.gameObject.SetActive(true);
droppedHair.transform.position = heldHairSprite.transform.position;
droppedHair.transform.rotation = heldHairSprite.transform.rotation;
droppedHair.sprite = heldHairSprite.sprite;
// Make the hair spin.
// (The prefab has a Rigidbody2D component already so that it falls)
droppedHair.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
holdingHair = false;
}
}
}