HeavenStudioPlus/Assets/Scripts/Games/DoubleDate/Basketball.cs
minenice55 afc665ed61 Integration of Jukebox Library (#451) (#457)
* 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 19:17:06 +00:00

102 lines
3.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class Basketball : SuperCurveObject
{
private DoubleDate game;
private SuperCurveObject.Path path;
private double pathStartBeat = double.MinValue;
private Conductor conductor;
private GameObject shadow;
void Awake()
{
game = DoubleDate.instance;
conductor = Conductor.instance;
}
void Update()
{
double beat = conductor.songPositionInBeatsAsDouble;
double height = 0f;
if (pathStartBeat > double.MinValue)
{
Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, pathStartBeat), out height, pathStartBeat);
transform.position = pos;
float rot = GetPathValue("rot");
transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f/conductor.pitchedSecPerBeat)));
}
shadow.transform.position = new Vector3(transform.position.x, (float) Math.Min(transform.position.y - height, game.floorHeight), transform.position.z);
shadow.transform.localScale = Vector3.one * Mathf.Clamp(((transform.position.y) - game.shadowDepthScaleMin) / (game.shadowDepthScaleMax - game.shadowDepthScaleMin), 0f, 1f);
}
public void Init(double beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Miss, Empty);
path = game.GetPath("BasketBallIn");
UpdateLastRealPos();
pathStartBeat = beat - 1f;
Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
transform.position = pos;
gameObject.SetActive(true);
shadow = game.MakeDropShadow();
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(game.floorHeight, transform.position.y - offset.y), transform.position.z);
shadow.SetActive(true);
}
void Just(PlayerActionEvent caller, float state)
{
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 3f, delegate
{
Destroy(gameObject);
}),
});
UpdateLastRealPos();
pathStartBeat = conductor.songPositionInBeatsAsDouble;
if (state >= 1f || state <= -1f)
{
path = game.GetPath("BasketBallNg" + (state > 0 ? "Late" : "Early"));
SoundByte.PlayOneShot("miss");
game.Kick(false);
GetComponent<SpriteRenderer>().sortingOrder = 8;
return;
}
Hit();
}
void Hit()
{
UpdateLastRealPos();
pathStartBeat = conductor.songPositionInBeatsAsDouble;
path = game.GetPath("BasketBallJust");
game.Kick();
SoundByte.PlayOneShotGame("doubleDate/kick");
}
void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("doubleDate/weasel_hide");
game.MissKick(pathStartBeat + 2.25f);
}
void Empty(PlayerActionEvent caller) { }
private void OnDestroy() {
if (shadow != null)
{
Destroy(shadow);
}
}
}
}