mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
225 lines
No EOL
7.6 KiB
C#
225 lines
No EOL
7.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.ClappyTrio
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{
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public class ClappyTrio : Minigame
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{
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public int lionCount = 3;
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public List<GameObject> Lion;
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[SerializeField] private Sprite[] faces;
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private bool isClapping;
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private float currentClappingLength;
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private float lastClapStart;
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private int clapIndex;
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private ClappyTrioPlayer ClappyTrioPlayer;
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public bool playerHitLast = false;
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public static ClappyTrio instance { get; set; }
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private void Awake()
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{
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instance = this;
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}
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public override void OnGameSwitch()
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{
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// for (int i = 0; i < Lion.Count; i++)
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// {
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// SetFace(i, 0);
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// }
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// PlayAnimationAll("Idle");
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}
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private void Start()
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{
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float maxWidth = 9.2f;
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float minus = 0;
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float newSpacing = maxWidth / lionCount;
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if (lionCount > 3)
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{
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Lion[0].transform.localPosition = new Vector3(-1.5f, 0);
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maxWidth = 6.2f;
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minus = 1.5f;
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}
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for (int i = 1; i < lionCount; i++)
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{
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GameObject lion = Instantiate(Lion[0], Lion[0].transform.parent);
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// lion.transform.localPosition = new Vector3(Lion[0].transform.localPosition.x + (1.0333f * lionCount) - i, 0);
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lion.transform.localPosition = new Vector3((newSpacing) * (i) - minus, 0);
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Lion.Add(lion);
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if (i == lionCount - 1)
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{
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ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
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}
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}
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/*LionMiddle = Instantiate(LionLeft, LionLeft.transform.parent);
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LionMiddle.transform.localPosition = new Vector3(3.1f, 0);
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LionPlayer = Instantiate(LionLeft, LionLeft.transform.parent);
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LionPlayer.transform.localPosition = new Vector3(6.2f, 0);
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ClappyTrioPlayer = LionPlayer.AddComponent<ClappyTrioPlayer>();
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lionHeadLeft = LionLeft.transform.GetChild(1).GetComponent<SpriteRenderer>();
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lionHeadMiddle = LionMiddle.transform.GetChild(1).GetComponent<SpriteRenderer>();
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lionHeadPlayer = LionPlayer.transform.GetChild(1).GetComponent<SpriteRenderer>();*/
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}
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private void Update()
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{
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if (isClapping)
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{
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float songPosBeat = Conductor.instance.songPositionInBeats;
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for (int i = 0; i < Lion.Count; i++)
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{
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float length = currentClappingLength * (i);
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float lengthplusone = (currentClappingLength * (i + 1));
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// i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :(
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if (i == Lion.Count - 1)
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{
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length = 0;
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}
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if (songPosBeat > lastClapStart + length && songPosBeat < lastClapStart + lengthplusone && clapIndex == i)
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{
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if (i == Lion.Count - 1)
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{
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ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * (i - 1)), currentClappingLength);
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clapIndex = 0;
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isClapping = false;
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currentClappingLength = 0;
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ClappyTrioPlayer.clapStarted = false;
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}
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else
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{
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SetFace(i, 4);
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Lion[i].GetComponent<Animator>().Play("Clap", 0, 0);
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// lazy fix rn
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if (i > 0)
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Jukebox.PlayOneShotGame("clappyTrio/middleClap");
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else
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Jukebox.PlayOneShotGame("clappyTrio/leftClap");
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clapIndex++;
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}
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break;
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}
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}
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/*if (songPosBeat > lastClapStart && songPosBeat < lastClapStart + 1 && clapIndex == 0)
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{
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Debug.Log(Conductor.instance.songPositionInBeats);
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SetFace(0, 4);
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Lion[0].GetComponent<Animator>().Play("Clap", 0, 0);
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Jukebox.PlayOneShotGame("clappyTrio/leftClap");
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clapIndex++;
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}
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else if (songPosBeat > lastClapStart + currentClappingLength && songPosBeat < lastClapStart + (currentClappingLength * 2) && clapIndex == 1)
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{
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Debug.Log(Conductor.instance.songPositionInBeats);
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SetFace(1, 4);
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Lion[1].GetComponent<Animator>().Play("Clap", 0, 0);
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Jukebox.PlayOneShotGame("clappyTrio/middleClap");
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clapIndex++;
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}
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else if (songPosBeat > lastClapStart + (currentClappingLength * 2 - 0.35f) && clapIndex == 2)
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{
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Debug.Log(Conductor.instance.songPositionInBeats);
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ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * 2 - 0.35f));
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clapIndex = 0;
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isClapping = false;
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currentClappingLength = 0;
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ClappyTrioPlayer.clapStarted = false;
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}*/
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}
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}
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public void Clap(float beat, float length)
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{
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ClappyTrioPlayer.clapStarted = true;
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ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit
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playerHitLast = false;
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isClapping = true;
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lastClapStart = beat;
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currentClappingLength = length;
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}
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public void Prepare(int type)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, type);
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}
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PlayAnimationAll("Prepare");
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Jukebox.PlayOneShotGame("clappyTrio/ready");
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}
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public void Bop(float beat)
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{
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if (playerHitLast)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, 1);
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}
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}
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else
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{
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var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
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var b = a.FindAll(c => c.beat < beat);
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if (b.Count > 0)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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if (i == Lion.Count - 1)
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{
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SetFace(i, 0);
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}
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else
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{
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SetFace(i, 2);
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}
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}
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}
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}
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PlayAnimationAll("Bop");
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}
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private void PlayAnimationAll(string anim)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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Lion[i].GetComponent<Animator>().Play(anim, -1, 0);
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}
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}
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public void SetFace(int lion, int type)
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{
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Lion[lion].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite = faces[type];
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}
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}
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} |