HeavenStudioPlus/Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs
minenice55 b1fab52ad9
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

79 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TapTroupe
{
public class TapTroupeCorner : MonoBehaviour
{
private Animator anim;
public Animator expressionAnim;
[SerializeField] Animator bodyAnim;
[SerializeField] ParticleSystem popperEffect;
public enum MissFace
{
Sad = 0,
Spit = 1,
LOL = 2
}
private TapTroupe game;
void Awake()
{
game = TapTroupe.instance;
anim = GetComponent<Animator>();
}
public void Bop()
{
anim.DoScaledAnimationAsync("Bop", 0.3f);
}
public void Okay()
{
expressionAnim.DoScaledAnimationAsync("Okay", 0.25f);
}
public void ResetFace()
{
if (expressionAnim.IsPlayingAnimationName("Okay")) return;
expressionAnim.Play("NoExpression", 0, 0);
}
public void SetMissFace(MissFace missFace)
{
switch (missFace)
{
case MissFace.Sad:
expressionAnim.Play("Sad", 0, 0);
break;
case MissFace.Spit:
expressionAnim.Play("Spit", 0, 0);
break;
case MissFace.LOL:
expressionAnim.Play("LOL", 0, 0);
break;
}
}
public void OkaySign()
{
bodyAnim.DoScaledAnimationAsync("OkaySign", 0.25f);
}
public void PartyPopper(double beat)
{
bodyAnim.Play("PartyPopperReady", 0, 0);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { bodyAnim.Play("PartyPopper", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); SoundByte.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
new BeatAction.Action(beat + 3f, delegate { bodyAnim.Play("IdleBody", 0, 0); })
});
}
}
}