mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
69 lines
1.7 KiB
C#
69 lines
1.7 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_GleeClub
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{
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public class GleeClubSingInput : MonoBehaviour
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{
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public float pitch = 1f;
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bool shouldClose = true;
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bool shouldOpen = true;
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private GleeClub game;
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void Awake()
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{
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game = GleeClub.instance;
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}
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public void Init(float beat, float length, int close)
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{
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shouldClose = close != (int)GleeClub.MouthOpenClose.OnlyOpen;
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shouldOpen = close != (int)GleeClub.MouthOpenClose.OnlyClose;
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if (shouldOpen) game.ScheduleInput(beat - 1, 1, InputType.STANDARD_UP, Just, Miss, Out);
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if (shouldClose) game.ScheduleInput(beat, length, InputType.STANDARD_DOWN, JustClose, MissClose, Out);
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}
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public void Just(PlayerActionEvent caller, float state)
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{
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if (!game.playerChorusKid.singing)
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{
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game.playerChorusKid.currentPitch = pitch;
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game.playerChorusKid.StartSinging();
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}
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if (!shouldClose) CleanUp();
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}
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public void JustClose(PlayerActionEvent caller, float state)
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{
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game.playerChorusKid.StopSinging();
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CleanUp();
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}
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public void MissClose(PlayerActionEvent caller)
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{
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game.missed = true;
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CleanUp();
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}
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public void Miss(PlayerActionEvent caller)
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{
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game.missed = true;
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if (!shouldClose) CleanUp();
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}
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public void Out(PlayerActionEvent caller)
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{
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}
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void CleanUp()
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{
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Destroy(gameObject);
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}
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}
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}
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