HeavenStudioPlus/Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs
minenice55 63a2814caa Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs

* pooled scheduled sounds

implement S' entity seek

* remove debug prints from last two changes

* implement absolute time tracking

implement DSP time resyncing

* optimize GameManager

* update TMPro

* update IDE packages

* fix dsp sync making the drift worse

* fix issue with the JSL dll

* relocate debug print

* make scheduled pitch setter functional

* any cpu
2023-09-11 22:28:04 +00:00

57 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{
public class NoPeekingSign : MonoBehaviour
{
private double peekBeat = -1;
private bool peekRising;
private bool shouldDelete;
private Animator anim;
private SpriteRenderer sr;
[SerializeField] private Sprite noPeekFullSprite;
[SerializeField] private Sprite noPeekHalfLeftSprite;
[SerializeField] private Sprite noPeekHalfRightSprite;
private void Awake()
{
anim = GetComponent<Animator>();
sr = GetComponent<SpriteRenderer>();
}
public void Init(double beat, float length, int type)
{
peekBeat = beat - 1;
peekRising = true;
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length, delegate { peekBeat = beat + length; peekRising = false; shouldDelete = true; })
});
sr.sprite = type switch
{
(int)RhythmTweezers.NoPeekSignType.Full => noPeekFullSprite,
(int)RhythmTweezers.NoPeekSignType.HalfLeft => noPeekHalfLeftSprite,
(int)RhythmTweezers.NoPeekSignType.HalfRight => noPeekHalfRightSprite,
_ => throw new System.NotImplementedException(),
};
}
public void Update()
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(peekBeat, 1);
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
{
anim.DoNormalizedAnimation(peekRising ? "NoPeekRise" : "NoPeekLower", normalizedBeat);
}
if (normalizedBeat > 1f && !peekRising && shouldDelete)
{
Destroy(gameObject);
}
}
}
}