mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-24 10:35:16 +00:00
030837d3c9
I went through every single game script to look for bugs in intialization, there shouldn't be anything else that was caused by the pr (there is a bug in Spaceball where a ball cue won't trigger correctly if it's on the same beat as the switch, but i'm not sure how to fix it)
191 lines
No EOL
5.8 KiB
C#
191 lines
No EOL
5.8 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
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{
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using Scripts_ClappyTrio;
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public class ClappyTrio : Minigame
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{
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public int lionCount = 3;
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public List<GameObject> Lion;
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[SerializeField] private Sprite[] faces;
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private bool isClapping;
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private float currentClappingLength;
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private float lastClapStart;
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private int clapIndex;
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private ClappyTrioPlayer ClappyTrioPlayer;
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public bool playerHitLast = false;
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public static ClappyTrio instance { get; set; }
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private void Awake()
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{
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instance = this;
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InitLions();
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}
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public override void OnGameSwitch(float beat)
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{
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Beatmap.Entity changeLion = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "clappyTrio/change lion count" && c.beat <= beat);
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if(changeLion != null)
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{
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EventCaller.instance.CallEvent(changeLion, true);
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}
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}
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private void InitLions()
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{
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float startPos = -3.066667f;
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float maxWidth = 12.266668f;
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for (int i = 0; i < lionCount; i++)
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{
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GameObject lion;
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if (i == 0)
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lion = Lion[0];
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else
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lion = Instantiate(Lion[0], Lion[0].transform.parent);
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lion.transform.localPosition = new Vector3(startPos + ((maxWidth / (lionCount + 1)) * (i + 1)), 0);
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if (i > 0)
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Lion.Add(lion);
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if (i == lionCount - 1)
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ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
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}
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}
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private void Update()
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{
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if (isClapping)
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{
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float songPosBeat = Conductor.instance.songPositionInBeats;
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for (int i = 0; i < Lion.Count; i++)
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{
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float length = currentClappingLength * (i);
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float lengthplusone = (currentClappingLength * (i + 1));
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// i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :(
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if (i == Lion.Count - 1)
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{
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length = 0;
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}
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if (songPosBeat > lastClapStart + length && songPosBeat < lastClapStart + lengthplusone && clapIndex == i)
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{
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if (i == Lion.Count - 1)
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{
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ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * (i - 1)), currentClappingLength);
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clapIndex = 0;
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isClapping = false;
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currentClappingLength = 0;
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ClappyTrioPlayer.clapStarted = false;
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} else
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{
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SetFace(i, 4);
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Lion[i].GetComponent<Animator>().Play("Clap", 0, 0);
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// lazy fix rn
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if (i > 0)
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Jukebox.PlayOneShotGame("clappyTrio/middleClap");
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else
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Jukebox.PlayOneShotGame("clappyTrio/leftClap");
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clapIndex++;
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}
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break;
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}
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}
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}
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}
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public void Clap(float beat, float length)
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{
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ClappyTrioPlayer.clapStarted = true;
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ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit
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playerHitLast = false;
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isClapping = true;
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lastClapStart = beat;
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currentClappingLength = length;
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}
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public void Prepare(int type)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, type);
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}
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PlayAnimationAll("Prepare");
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Jukebox.PlayOneShotGame("clappyTrio/ready");
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}
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public void Bop(float beat)
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{
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if (playerHitLast)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, 1);
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}
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} else
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{
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var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
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var b = a.FindAll(c => c.beat < beat);
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if (b.Count > 0)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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if (i == Lion.Count - 1)
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{
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SetFace(i, 0);
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} else
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{
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SetFace(i, 2);
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}
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}
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}
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}
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PlayAnimationAll("Bop");
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}
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public void ChangeLionCount(int lions)
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{
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for(int i=1; i<lionCount; i++)
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{
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Destroy(Lion[i]);
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}
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Lion.RemoveRange(1, lionCount - 1);
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lionCount = lions;
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SetFace(0, 0);
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InitLions();
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PlayAnimationAll("Idle");
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}
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private void PlayAnimationAll(string anim)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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Lion[i].GetComponent<Animator>().Play(anim, -1, 0);
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}
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}
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public void SetFace(int lion, int type)
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{
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Lion[lion].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite = faces[type];
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}
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}
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} |