HeavenStudioPlus/Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.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

159 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TheDazzles
{
public class TheDazzlesGirl : MonoBehaviour
{
[SerializeField] List<Sprite> headSpriteEmotions = new List<Sprite>();
public enum Emotion
{
Neutral = 0,
Happy = 1,
Angry = 2,
Ouch = 3
}
public enum Expression
{
Neutral = 0,
Happy = 1,
Angry = 2,
Ouch = 3,
OpenMouth = 4
}
public bool canBop = true;
bool holding = false;
bool preparingPose = false;
public bool hasOuched;
public Emotion currentEmotion;
Animator anim;
[SerializeField] Animator lightingAnim;
[SerializeField] Animator holdEffectAnim;
[SerializeField] SpriteRenderer headSprite;
[SerializeField] GameObject blackFlash;
[SerializeField] List<SpriteRenderer> bodyParts = new List<SpriteRenderer>();
TheDazzles game;
void Awake()
{
anim = GetComponent<Animator>();
game = TheDazzles.instance;
}
public void PickHead(Expression expression)
{
headSprite.sprite = headSpriteEmotions[(int)expression];
}
public void Prepare(bool hit = true)
{
if (hit)
{
holdEffectAnim.DoScaledAnimationAsync("HoldBox", 0.25f);
blackFlash.SetActive(true);
lightingAnim.Play("Dark", 0, 0);
}
holding = true;
hasOuched = false;
if (preparingPose)
{
Hold();
return;
}
anim.Play("Prepare", 0, 0);
}
public void StartReleaseBox(double beat)
{
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1f, delegate {if (holding) holdEffectAnim.DoScaledAnimationAsync("ReleaseBox", 0.25f);})
});
}
public void Pose(bool hit = true)
{
if (hit)
{
anim.DoScaledAnimationAsync("Pose", 0.5f);
lightingAnim.DoScaledAnimationAsync("PoseFlash", 0.5f);
hasOuched = false;
}
else
{
anim.DoScaledAnimationAsync("MissPose", 0.5f);
lightingAnim.DoScaledAnimationAsync("MissFlash", 0.5f);
currentEmotion = Emotion.Ouch;
hasOuched = true;
}
holdEffectAnim.Play("HoldNothing", 0, 0);
holding = false;
preparingPose = false;
blackFlash.SetActive(false);
}
public void EndPose()
{
if (holding || hasOuched) return;
anim.DoScaledAnimationAsync("EndPose", 0.5f);
}
public void Hold()
{
preparingPose = true;
if (!holding) return;
anim.DoScaledAnimationAsync("Hold", 0.5f);
}
public void Ouch()
{
anim.DoScaledAnimationAsync("Ouch", 0.5f);
currentEmotion = Emotion.Ouch;
hasOuched = true;
}
public void UnPrepare()
{
game.ScoreMiss(1f);
holdEffectAnim.Play("HoldNothing", 0, 0);
canBop = true;
if (preparingPose)
{
anim.DoScaledAnimationAsync("StopHold", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("EndPrepare", 0.5f);
}
holding = false;
preparingPose = false;
hasOuched = true;
blackFlash.SetActive(false);
lightingAnim.Play("Lit", 0, 0);
}
public void Bop()
{
if (!canBop || holding) return;
switch (currentEmotion)
{
case Emotion.Neutral:
anim.DoScaledAnimationAsync("IdleBop", 0.4f);
break;
case Emotion.Happy:
anim.DoScaledAnimationAsync("HappyBop", 0.4f);
break;
case Emotion.Angry:
PickHead(Expression.Angry);
anim.DoScaledAnimationAsync("IdleBop", 0.4f);
break;
case Emotion.Ouch:
anim.DoScaledAnimationAsync("OuchBop", 0.4f);
break;
}
}
}
}