mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
afc665ed61
* 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
108 lines
No EOL
3 KiB
C#
108 lines
No EOL
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_BuiltToScaleDS
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{
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using HeavenStudio.Util;
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public class Blocks : MonoBehaviour
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{
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public double createBeat;
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public float createLength;
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public Animator anim;
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private bool moving = true;
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private BuiltToScaleDS game;
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double windupBeat;
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double hitBeat;
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double sinkBeat;
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private void Awake()
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{
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game = BuiltToScaleDS.instance;
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}
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private void Start()
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{
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windupBeat = createBeat + (createLength * 4f);
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hitBeat = windupBeat + createLength;
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sinkBeat = hitBeat + (createLength * 2f);
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game.ScheduleInput(windupBeat, createLength, InputType.STANDARD_DOWN, Just, Miss, Out);
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}
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private void Update()
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{
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if (!moving) return;
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double currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
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var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
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if (currentBeat > windupBeat && currentBeat < hitBeat
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&& !shooterState.IsName("Windup")
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&& !game.lastShotOut)
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{
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game.shooterAnim.Play("Windup", 0, 0);
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}
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if (moving && currentBeat < sinkBeat)
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game.SetBlockTime(this, createBeat, createLength);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
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if (!shooterState.IsName("Windup")) return;
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// near miss
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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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// hit
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Hit();
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}
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private void Miss(PlayerActionEvent caller)
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{
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double sinkBeat = hitBeat + (createLength * 2f);
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MultiSound.Play(
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new MultiSound.Sound[] {
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new MultiSound.Sound("builtToScaleDS/Sink", sinkBeat),
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}, forcePlay: true
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);
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(sinkBeat, delegate { moving = false; }),
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});
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}
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private void Out(PlayerActionEvent caller) {}
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void Hit()
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{
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moving = false;
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game.shootingThisFrame = true;
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game.Shoot();
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game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
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Destroy(gameObject);
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SoundByte.PlayOneShotGame("builtToScaleDS/Hit");
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}
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void NearMiss()
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{
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moving = false;
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game.shootingThisFrame = true;
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game.Shoot();
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game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
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Destroy(gameObject);
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SoundByte.PlayOneShotGame("builtToScaleDS/Crumble");
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}
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}
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} |