mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +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
89 lines
No EOL
2.3 KiB
C#
89 lines
No EOL
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_ClappyTrio
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{
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public class ClappyTrioPlayer : MonoBehaviour
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{
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ClappyTrio game;
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private double lastClapBeat;
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private float lastClapLength;
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public bool clapStarted = false;
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public bool canHit;
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private GameObject clapEffect;
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private void Awake()
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{
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game = ClappyTrio.instance;
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clapEffect = transform.GetChild(4).GetChild(3).gameObject;
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}
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private void Update()
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{
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Clap(false);
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game.ScoreMiss();
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}
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}
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public void QueueClap(double startBeat, float length)
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{
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lastClapBeat = startBeat;
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lastClapLength = length;
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game.ScheduleInput(startBeat, length, InputType.STANDARD_DOWN, Just, Miss, Out);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (!canHit) {
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Clap(false);
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return;
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}
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if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
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Clap(false);
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return;
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}
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Clap(true);
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}
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private void Miss(PlayerActionEvent caller) {
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game.misses++;
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game.emoCounter = 2;
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if (clapStarted)
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this.canHit = false;
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}
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private void Out(PlayerActionEvent caller) {}
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private void Clap(bool just)
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{
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game.emoCounter = 2;
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if (just)
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{
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clapEffect.SetActive(true);
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SoundByte.PlayOneShotGame("clappyTrio/rightClap");
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}
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else
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{
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clapEffect.SetActive(false);
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SoundByte.PlayOneShot("miss");
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game.misses++;
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if (clapStarted)
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this.canHit = false;
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}
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clapStarted = false;
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game.SetFace(game.Lion.Count - 1, 4);
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this.GetComponent<Animator>().Play("Clap", 0, 0);
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}
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}
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} |