HeavenStudioPlus/Assets/Scripts/Games/Spaceball/SpaceballPlayer.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

90 lines
No EOL
2.2 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_Spaceball
{
public class SpaceballPlayer : MonoBehaviour
{
private Animator _anim;
private int _currentCostume;
public SpriteRenderer PlayerSprite;
public SpriteRenderer Hat;
public HatSprite HatSprites1 = new HatSprite();
public HatSprite HatSprites2 = new HatSprite();
[Serializable]
public struct HatSprite
{
public List<Vector2> Offsets;
public List<Sprite> Sprites;
}
public static SpaceballPlayer instance { get; set; }
private void Awake()
{
instance = this;
_anim = GetComponent<Animator>();
}
private void Update()
{
if (PlayerInput.Pressed())
{
Swing(null);
}
}
public void SetCostume(Material mat, int costumeIndex)
{
PlayerSprite.material = mat;
_currentCostume = costumeIndex;
_anim.Play("Idle", 0, 0);
}
public void Swing(SpaceballBall b)
{
if (b == null)
{
SoundByte.PlayOneShotGame("spaceball/swing");
}
else
{
}
_anim.Play("Swing", 0, 0);
}
public void SetHatFrame(int frame)
{
// Unity can't serialize lists inside lists in this version, so that's annoying.
var sprites = new HatSprite();
switch (_currentCostume)
{
case 0:
Hat.sprite = null;
return;
case 1:
sprites = HatSprites1;
break;
case 2:
sprites = HatSprites2;
break;
}
if (sprites.Sprites.Count - 1 < frame)
frame = 0;
Hat.sprite = sprites.Sprites[frame];
var offset = Vector2.zero;
if (sprites.Offsets.Count - 1 >= frame)
offset = sprites.Offsets[frame];
Hat.transform.localPosition = offset;
}
}
}