mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +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
139 lines
4.1 KiB
C#
139 lines
4.1 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.Scripts_CropStomp
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{
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public class Farmer : MonoBehaviour
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{
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public double nextStompBeat;
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private CropStomp game;
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PlayerActionEvent stomp;
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[SerializeField] private Transform collectedHolder;
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[SerializeField] private GameObject plantLeftRef;
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[SerializeField] private GameObject plantRightRef;
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private List<GameObject> spawnedPlants = new List<GameObject>();
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[SerializeField] private float plantDistance = 0.5f;
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public int plantThreshold = 8;
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public int plantLimit = 80;
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private static int collectedPlants = 0;
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private void OnDestroy()
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{
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if (!Conductor.instance.isPlaying)
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{
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collectedPlants = 0;
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UpdatePlants();
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}
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}
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public void Init()
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{
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game = CropStomp.instance;
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if (!Conductor.instance.isPlaying)
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{
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collectedPlants = 0;
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}
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UpdatePlants();
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}
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private void Update()
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{
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if (!game.isMarching)
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return;
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Conductor cond = Conductor.instance;
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if (stomp == null && cond.isPlaying)
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{
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if (GameManager.instance.currentGame == "cropStomp")
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{
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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game.bodyAnim.Play("Crouch", 0, 0);
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}
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}
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public void CollectPlant()
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{
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if (collectedPlants >= plantLimit) return;
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collectedPlants++;
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UpdatePlants();
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}
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public void UpdatePlants()
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{
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if (spawnedPlants.Count > 0)
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{
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foreach (var plant in spawnedPlants)
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{
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Destroy(plant);
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}
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spawnedPlants.Clear();
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}
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for (int i = 0; i < collectedPlants && i < plantLimit; i += plantThreshold)
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{
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GameObject spawnedPlant = Instantiate(((i / plantThreshold) % 2 == 0) ? plantRightRef : plantLeftRef, collectedHolder);
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spawnedPlant.transform.localPosition = new Vector3(0, (i / plantThreshold) * plantDistance + plantDistance, 0);
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spawnedPlant.GetComponent<SpriteRenderer>().sortingOrder = (i / plantThreshold) - 2;
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spawnedPlant.SetActive(true);
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spawnedPlants.Add(spawnedPlant);
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}
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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// REMARK: does not count for performance
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Stomp(state >= 1f || state <= -1f);
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}
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private void Miss(PlayerActionEvent caller)
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{
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if (GameManager.instance.currentGame != "cropStomp") return;
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if (!game.isMarching)
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return;
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// REMARK: does not count for performance
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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private void Out(PlayerActionEvent caller) {}
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void Stomp(bool ng)
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{
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if (GameManager.instance.currentGame != "cropStomp") return;
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if (!game.isMarching)
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return;
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if (ng)
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{
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game.bodyAnim.Play("Crouch", 0, 0);
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}
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else
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{
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game.Stomp();
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game.bodyAnim.Play("Stomp", 0, 0);
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}
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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}
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