mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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63a2814caa
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
158 lines
5.6 KiB
C#
158 lines
5.6 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_FlipperFlop
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{
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public class FlipperFlopFlipper : MonoBehaviour
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{
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[SerializeField] Animator anim;
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[SerializeField] Animator faceAnim;
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[SerializeField] GameObject leftImpact;
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[SerializeField] GameObject rightImpact;
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public bool player;
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public bool left;
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bool up;
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bool canBlink = true;
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private FlipperFlop game;
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private void Awake()
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{
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faceAnim.Play("FaceNormal", 0, 0);
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game = FlipperFlop.instance;
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}
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private void Update()
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{
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if (UnityEngine.Random.Range(1, 600) == 1 && canBlink && !isPlaying(faceAnim, "FlipperBlink"))
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{
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faceAnim.DoScaledAnimationAsync("FlipperBlink", 0.5f);
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}
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}
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public void Impact(bool enableRight)
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{
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if (enableRight)
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{
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rightImpact.SetActive(true);
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}
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else
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{
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leftImpact.SetActive(true);
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}
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faceAnim.Play("FaceAngry", 0, 0);
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.1f, delegate { leftImpact.SetActive(false); rightImpact.SetActive(false); }),
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new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.3f, delegate { faceAnim.Play("FaceAnnoyed", 0, 0); })
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});
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}
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public void PrepareFlip()
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{
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anim.DoScaledAnimationAsync("PrepareFlop", 0.5f);
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}
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public void Flip(bool roll, bool hit, bool barely = false, bool dontSwitch = false)
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{
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if (roll)
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{
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if (player && hit && !barely)
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{
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SoundByte.PlayOneShotGame("flipperFlop/roll" + (left ? "L" : "R"));
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faceAnim.Play("FaceNormal", 0, 0);
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canBlink = true;
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}
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else if (player && barely && hit)
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{
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SoundByte.PlayOneShotGame("flipperFlop/tink");
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faceAnim.Play("FaceBarely", 0, 0);
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canBlink = false;
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}
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else if (player && !hit)
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{
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faceAnim.Play("FaceOw");
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canBlink = false;
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SoundByte.PlayOneShotGame("flipperFlop/failgroan");
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game.BumpIntoOtherSeal(!left);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.3f, delegate { faceAnim.Play("FaceGoofy"); }),
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});
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}
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up = !up;
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}
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else
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{
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if (player && hit)
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{
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if (up && !barely)
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{
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faceAnim.Play("FaceNormal", 0, 0);
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SoundByte.PlayOneShotGame($"flipperFlop/flipB{UnityEngine.Random.Range(1, 3)}");
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canBlink = true;
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}
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else if (!barely)
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{
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SoundByte.PlayOneShotGame($"flipperFlop/flip{UnityEngine.Random.Range(1, 3)}");
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faceAnim.Play("FaceNormal", 0, 0);
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canBlink = true;
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}
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else
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{
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SoundByte.PlayOneShotGame("flipperFlop/tink");
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faceAnim.Play("FaceBarely", 0, 0);
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canBlink = false;
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}
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}
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else if (player)
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{
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faceAnim.Play("FaceOw");
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canBlink = false;
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string shouldReverse = up ? "Reverse" : "";
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string leftOrRight = left ? "Left" : "Right";
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SoundByte.PlayOneShotGame("flipperFlop/failgroan", -1, 1, 0.5f);
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SoundByte.PlayOneShotGame("flipperFlop/punch", -1, 1, 0.5f);
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anim.DoScaledAnimationAsync(shouldReverse + "MissFlop" + leftOrRight, 0.5f);
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game.BumpIntoOtherSeal(!left);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.3f, delegate { faceAnim.Play("FaceGoofy"); }),
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});
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}
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}
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if (hit || barely || roll)
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{
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string shouldReverse = up ? "Reverse" : "";
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if (roll) shouldReverse = !up ? "Reverse" : "";
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string leftOrRight = left ? "Left" : "Right";
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string rollOrFlop = roll ? "Roll" : "Flop";
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anim.DoScaledAnimationAsync(shouldReverse + rollOrFlop + leftOrRight, roll ? 0.8f : 0.5f);
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}
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if (!dontSwitch) left = !left;
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}
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public void Bop()
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{
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anim.DoScaledAnimationAsync("FlipperBop", 0.5f);
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faceAnim.Play("FaceNormal", 0, 0);
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canBlink = true;
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}
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bool isPlaying(Animator anim, string stateName)
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{
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if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) &&
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anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)
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return true;
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else
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return false;
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}
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}
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}
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