mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
bb2ae74339
* 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
177 lines
4.7 KiB
C#
177 lines
4.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_CatchyTune
|
|
{
|
|
public class Fruit : MonoBehaviour
|
|
{
|
|
|
|
public bool isPineapple;
|
|
public double startBeat;
|
|
|
|
public Animator anim;
|
|
|
|
public bool side;
|
|
|
|
public double barelyStart = 0f;
|
|
|
|
public bool smile;
|
|
|
|
public float endSmile;
|
|
|
|
private string soundText;
|
|
|
|
private Minigame.Eligible e = new Minigame.Eligible();
|
|
|
|
private CatchyTune game;
|
|
|
|
private float beatLength = 4f;
|
|
|
|
private void Awake()
|
|
{
|
|
game = CatchyTune.instance;
|
|
|
|
e.gameObject = this.gameObject;
|
|
|
|
var cond = Conductor.instance;
|
|
var tempo = cond.songBpm;
|
|
var playbackSpeed = cond.musicSource.pitch;
|
|
|
|
if (isPineapple) beatLength = 8f;
|
|
|
|
if (side)
|
|
{
|
|
transform.localScale = new Vector3(-1f, 1f, 1f);
|
|
}
|
|
|
|
anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
|
|
|
|
soundText = "catchyTune/";
|
|
|
|
if (side)
|
|
{
|
|
soundText += "right";
|
|
}
|
|
else
|
|
{
|
|
soundText += "left";
|
|
}
|
|
|
|
if (isPineapple)
|
|
{
|
|
soundText += "Pineapple";
|
|
}
|
|
else
|
|
{
|
|
soundText += "Orange";
|
|
}
|
|
|
|
game.ScheduleInput(startBeat, beatLength, side ? InputType.STANDARD_DOWN : InputType.DIRECTION_DOWN,
|
|
CatchFruit, Miss, WayOff);
|
|
}
|
|
|
|
// minenice: note - needs PlayerActionEvent implementation
|
|
private void Update()
|
|
{
|
|
if (barelyStart > 0f)
|
|
{
|
|
anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
|
|
}
|
|
else
|
|
{
|
|
anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 4f : 2f));
|
|
}
|
|
}
|
|
|
|
public static void PlaySound(double startBeat, bool side, bool isPineapple)
|
|
{
|
|
string soundText = "catchyTune/";
|
|
|
|
if (side)
|
|
{
|
|
soundText += "right";
|
|
}
|
|
else
|
|
{
|
|
soundText += "left";
|
|
}
|
|
|
|
if (isPineapple)
|
|
{
|
|
soundText += "Pineapple";
|
|
}
|
|
else
|
|
{
|
|
soundText += "Orange";
|
|
}
|
|
|
|
|
|
MultiSound.Sound[] sound;
|
|
|
|
|
|
if (isPineapple)
|
|
{
|
|
sound = new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound(soundText, startBeat + 2f),
|
|
new MultiSound.Sound(soundText, startBeat + 4f),
|
|
new MultiSound.Sound(soundText, startBeat + 6f)
|
|
};
|
|
}
|
|
else
|
|
{
|
|
sound = new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound(soundText, startBeat + 1f),
|
|
new MultiSound.Sound(soundText, startBeat + 2f),
|
|
new MultiSound.Sound(soundText, startBeat + 3f)
|
|
};
|
|
}
|
|
|
|
MultiSound.Play(sound, forcePlay: true);
|
|
}
|
|
|
|
private void CatchFruit(PlayerActionEvent caller, float state)
|
|
{
|
|
|
|
if (state <= -1f || state >= 1f)
|
|
{
|
|
//near miss (barely)
|
|
barelyStart = Conductor.instance.songPositionInBeatsAsDouble;
|
|
|
|
game.catchBarely(side);
|
|
|
|
// play near miss animation
|
|
anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
|
|
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(barelyStart + (isPineapple ? 2f : 1f), delegate { Destroy(this.gameObject); }),
|
|
});
|
|
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame(soundText + "Catch");
|
|
game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
|
|
Destroy(this.gameObject);
|
|
}
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
game.catchMiss(side, isPineapple);
|
|
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat + beatLength + (isPineapple ? 3f : 1.5f), delegate { Destroy(this.gameObject); }),
|
|
});
|
|
}
|
|
|
|
private void WayOff(PlayerActionEvent caller) {} // whiffing is handled in the main loop
|
|
}
|
|
}
|