mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-03 06:47:31 +00:00
039c33b138
* Got some basics down * Started on the event stuff * Stop wail added * Baton cue added * quick anim fixes * Started on hearts and miss faces * Did anim stuff * anim fixes * Together Now! * Glee Club - Together Now & Anim Fixes * Forcesing added * Street Spirit (Fade Out) * Pitching Slider for conductor voice * Small tweaks to glee club * Repeating tickbox added to glee club sing event * Toggle chorus kid presence added --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
69 lines
1.7 KiB
C#
69 lines
1.7 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_GleeClub
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{
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public class GleeClubSingInput : PlayerActionObject
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{
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public float pitch = 1f;
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bool shouldClose = true;
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bool shouldOpen = true;
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private GleeClub game;
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void Awake()
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{
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game = GleeClub.instance;
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}
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public void Init(float beat, float length, int close)
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{
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shouldClose = close != (int)GleeClub.MouthOpenClose.OnlyOpen;
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shouldOpen = close != (int)GleeClub.MouthOpenClose.OnlyClose;
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if (shouldOpen) game.ScheduleInput(beat - 1, 1, InputType.STANDARD_UP, Just, Miss, Out);
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if (shouldClose) game.ScheduleInput(beat, length, InputType.STANDARD_DOWN, JustClose, MissClose, Out);
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}
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public void Just(PlayerActionEvent caller, float state)
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{
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if (!game.playerChorusKid.singing)
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{
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game.playerChorusKid.currentPitch = pitch;
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game.playerChorusKid.StartSinging();
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}
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if (!shouldClose) CleanUp();
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}
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public void JustClose(PlayerActionEvent caller, float state)
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{
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game.playerChorusKid.StopSinging();
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CleanUp();
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}
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public void MissClose(PlayerActionEvent caller)
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{
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game.missed = true;
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CleanUp();
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}
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public void Miss(PlayerActionEvent caller)
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{
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game.missed = true;
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if (!shouldClose) CleanUp();
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}
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public void Out(PlayerActionEvent caller)
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{
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}
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void CleanUp()
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{
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Destroy(gameObject);
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}
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}
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}
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