HeavenStudioPlus/Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* 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 15:13:29 -04:00

211 lines
No EOL
6.6 KiB
C#

using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_Kitties
{
public class CtrTeppanPlayer : MonoBehaviour
{
[Header("Objects")]
public GameObject Player;
public Animator anim;
public Animator fish;
private int spawnType;
private bool hasClapped = false;
public bool canClap = false;
private bool hasSpun = true;
private bool checkSpin = false;
private bool hasFish = false;
private bool canFish = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
if (PlayerInput.Pressed() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
SoundByte.PlayOneShot("miss");
if (spawnType != 3)
anim.Play("ClapFail", 0, 0);
else
anim.Play("FaceClapFail", 0, 0);
}
if (PlayerInput.AltPressed() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)
|| PlayerInput.AltPressedUp() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_ALT_UP) && hasSpun)
{
RollFail();
}
}
public void ScheduleClap(double beat, int type)
{
spawnType = type;
Kitties.instance.ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, ClapSuccessOne, ClapMissOne, ClapEmpty);
Kitties.instance.ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, ClapSuccessTwo, ClapMissTwo, ClapEmpty);
}
public void ScheduleRoll(double beat)
{
Kitties.instance.ScheduleInput(beat, 2f, InputType.STANDARD_ALT_DOWN, SpinSuccessOne, SpinMissOne, SpinEmpty);
}
public void ScheduleRollFinish(double beat)
{
Debug.Log(hasSpun);
if (hasSpun)
Kitties.instance.ScheduleInput(beat, 2.75f, InputType.STANDARD_ALT_UP, SpinSuccessTwo, SpinMissTwo, SpinEmpty);
}
public void ScheduleFish(double beat)
{
Kitties.instance.ScheduleInput(beat, 2.75f, InputType.STANDARD_DOWN, FishSuccess, FishMiss, FishEmpty);
}
public void ClapSuccessOne(PlayerActionEvent Caller, float state)
{
if (spawnType != 3)
{
if (state >= 1f || state <= -1f)
{ //todo: proper near miss feedback
SoundByte.PlayOneShotGame("kitties/ClapMiss1");
SoundByte.PlayOneShotGame("kitties/tink");
anim.Play("ClapMiss", 0, 0);
}
else
{
SoundByte.PlayOneShotGame("kitties/clap1");
anim.Play("Clap1", 0, 0);
}
}
else
{
if (state >= 1f || state <= -1f)
{ //todo: proper near miss feedback
SoundByte.PlayOneShotGame("kitties/ClapMiss1");
SoundByte.PlayOneShotGame("kitties/tink");
anim.Play("FaceClapFail", 0, 0);
}
SoundByte.PlayOneShotGame("kitties/clap1");
anim.Play("FaceClap", 0, 0);
}
}
public void ClapMissOne(PlayerActionEvent Caller)
{
SoundByte.PlayOneShotGame("kitties/ClapMiss1");
}
public void ClapEmpty(PlayerActionEvent Caller)
{
}
public void ClapSuccessTwo(PlayerActionEvent Caller, float state)
{
if (spawnType != 3)
{
if (state >= 1f || state <= -1f)
{ //todo: proper near miss feedback
SoundByte.PlayOneShotGame("kitties/ClapMiss2");
SoundByte.PlayOneShotGame("kitties/tink");
anim.Play("ClapMiss", 0, 0);
}
else
{
SoundByte.PlayOneShotGame("kitties/clap2");
anim.Play("Clap2", 0, 0);
}
}
else
{
if (state >= 1f || state <= -1f)
{ //todo: proper near miss feedback
SoundByte.PlayOneShotGame("kitties/ClapMiss2");
SoundByte.PlayOneShotGame("kitties/tink");
anim.Play("FaceClapFail", 0, 0);
}
SoundByte.PlayOneShotGame("kitties/clap2");
anim.Play("FaceClap", 0, 0);
}
}
public void ClapMissTwo(PlayerActionEvent Caller)
{
SoundByte.PlayOneShotGame("kitties/ClapMiss2");
}
public void SpinSuccessOne(PlayerActionEvent caller, float beat)
{
hasSpun = true;
SoundByte.PlayOneShotGame("kitties/roll5");
anim.Play("Rolling", 0, 0);
}
public void SpinSuccessTwo(PlayerActionEvent caller, float beat)
{
SoundByte.PlayOneShotGame("kitties/roll6");
anim.Play("RollEnd", 0, 0);
}
public void SpinMissOne(PlayerActionEvent caller)
{
hasSpun = false;
var cond = Conductor.instance;
SoundByte.PlayOneShotGame("kitties/roll5", -1f, 1, .1f);
SoundByte.PlayOneShotGame("kitties/roll6", cond.songPositionInBeatsAsDouble + .75f, 1, .1f);
}
public void SpinMissTwo(PlayerActionEvent caller)
{
if (hasSpun)
{
RollFail();
}
SoundByte.PlayOneShotGame("kitties/roll6", -1f, 1, .3f);
}
public void SpinEmpty(PlayerActionEvent caller)
{
}
public void RollFail()
{
SoundByte.PlayOneShot("miss");
anim.Play("RollFail", 0, 0);
hasSpun = false;
}
public void FishSuccess(PlayerActionEvent caller, float beat)
{
Kitties.instance.RemoveCats(false);
SoundByte.PlayOneShotGame("kitties/fish4");
fish.Play("CaughtSuccess", 0, 0);
}
public void FishMiss(PlayerActionEvent caller)
{
Kitties.instance.RemoveCats(false);
SoundByte.PlayOneShot("miss");
fish.Play("CaughtFail", 0, 0);
}
public void FishEmpty(PlayerActionEvent caller)
{
}
}
}