mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 10:05:14 +00:00
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
57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|
{
|
|
public class NoPeekingSign : MonoBehaviour
|
|
{
|
|
private double peekBeat = -1;
|
|
private bool peekRising;
|
|
private bool shouldDelete;
|
|
private Animator anim;
|
|
private SpriteRenderer sr;
|
|
[SerializeField] private Sprite noPeekFullSprite;
|
|
[SerializeField] private Sprite noPeekHalfLeftSprite;
|
|
[SerializeField] private Sprite noPeekHalfRightSprite;
|
|
|
|
private void Awake()
|
|
{
|
|
anim = GetComponent<Animator>();
|
|
sr = GetComponent<SpriteRenderer>();
|
|
}
|
|
|
|
public void Init(double beat, float length, int type)
|
|
{
|
|
peekBeat = beat - 1;
|
|
peekRising = true;
|
|
BeatAction.New(this, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length, delegate { peekBeat = beat + length; peekRising = false; shouldDelete = true; })
|
|
});
|
|
sr.sprite = type switch
|
|
{
|
|
(int)RhythmTweezers.NoPeekSignType.Full => noPeekFullSprite,
|
|
(int)RhythmTweezers.NoPeekSignType.HalfLeft => noPeekHalfLeftSprite,
|
|
(int)RhythmTweezers.NoPeekSignType.HalfRight => noPeekHalfRightSprite,
|
|
_ => throw new System.NotImplementedException(),
|
|
};
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
float normalizedBeat = Conductor.instance.GetPositionFromBeat(peekBeat, 1);
|
|
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
|
|
{
|
|
anim.DoNormalizedAnimation(peekRising ? "NoPeekRise" : "NoPeekLower", normalizedBeat);
|
|
}
|
|
if (normalizedBeat > 1f && !peekRising && shouldDelete)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|