mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-16 06:35:08 +00:00
b1fab52ad9
* 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
99 lines
No EOL
2.3 KiB
C#
99 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 System;
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namespace HeavenStudio.Games.Scripts_WizardsWaltz
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{
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public class Plant : MonoBehaviour
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{
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public Animator animator;
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public SpriteRenderer spriteRenderer;
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public double createBeat;
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private WizardsWaltz game;
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private bool hit = false;
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private bool passed = false;
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public int order = 0;
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private void Awake()
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{
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game = WizardsWaltz.instance;
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spriteRenderer.sortingOrder = order;
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animator.Play("Appear", 0, 0);
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}
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private void Start() {
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game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
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}
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private void Update()
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{
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
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{
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StartCoroutine(FadeOut());
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passed = true;
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}
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}
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public void Bloom()
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{
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animator.Play("Hit", 0, 0);
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}
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public void IdlePlant()
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{
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animator.Play("IdlePlant", 0, 0);
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}
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public void IdleFlower()
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{
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animator.Play("IdleFlower", 0, 0);
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}
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public void Eat()
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{
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animator.Play("Eat", 0, 0);
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}
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public void EatLoop()
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{
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animator.Play("EatLoop", 0, 0);
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}
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public void Ace()
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{
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game.wizard.Magic(this, true);
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hit = true;
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}
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public void NearMiss()
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{
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game.wizard.Magic(this, false);
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hit = true;
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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Ace();
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}
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private void Miss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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public IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
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Destroy(gameObject);
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}
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}
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} |