mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
63a2814caa
* 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
86 lines
No EOL
2.5 KiB
C#
86 lines
No EOL
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MrUpbeat
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{
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public class UpbeatMan : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] Animator anim;
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[SerializeField] Animator blipAnim;
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[SerializeField] GameObject[] shadows;
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[SerializeField] TMP_Text blipText;
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public int blipSize = 0;
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public bool shouldGrow;
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public bool shouldBlip = true;
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public string blipString = "M";
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static MrUpbeat game;
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void Awake()
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{
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game = MrUpbeat.instance;
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}
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void Update()
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{
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blipText.transform.localScale = Vector3.one;
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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Step(true);
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}
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}
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public void RecursiveBlipping(double beat)
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{
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if (game.stopBlipping) {
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game.stopBlipping = false;
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return;
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}
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if (shouldBlip) {
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Blipping(beat);
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}
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BeatAction.New(this, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
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});
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}
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public void Blipping(double beat)
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{
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SoundByte.PlayOneShotGame("mrUpbeat/blip");
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blipAnim.Play("Blip"+(blipSize+1), 0, 0);
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blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
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if (shouldGrow && blipSize < 4) blipSize++;
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}
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public void Step(bool isInput = false)
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{
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if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) {
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shadows[0].SetActive(IsMirrored());
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shadows[1].SetActive(!IsMirrored());
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transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
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}
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anim.DoScaledAnimationAsync("Step", 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/step");
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}
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public void Fall()
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{
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anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
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SoundByte.PlayOneShot("miss");
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shadows[0].SetActive(false);
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shadows[1].SetActive(false);
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transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
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}
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bool IsMirrored()
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{
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return transform.localScale != Vector3.one;
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}
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}
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} |