HeavenStudioPlus/Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs
minenice55 60d29f19c6
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

79 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TapTroupe
{
public class TapTroupeCorner : MonoBehaviour
{
private Animator anim;
public Animator expressionAnim;
[SerializeField] Animator bodyAnim;
[SerializeField] ParticleSystem popperEffect;
public enum MissFace
{
Sad = 0,
Spit = 1,
LOL = 2
}
private TapTroupe game;
void Awake()
{
game = TapTroupe.instance;
anim = GetComponent<Animator>();
}
public void Bop()
{
anim.DoScaledAnimationAsync("Bop", 0.3f);
}
public void Okay()
{
expressionAnim.DoScaledAnimationAsync("Okay", 0.25f);
}
public void ResetFace()
{
if (expressionAnim.IsPlayingAnimationName("Okay")) return;
expressionAnim.Play("NoExpression", 0, 0);
}
public void SetMissFace(MissFace missFace)
{
switch (missFace)
{
case MissFace.Sad:
expressionAnim.Play("Sad", 0, 0);
break;
case MissFace.Spit:
expressionAnim.Play("Spit", 0, 0);
break;
case MissFace.LOL:
expressionAnim.Play("LOL", 0, 0);
break;
}
}
public void OkaySign()
{
bodyAnim.DoScaledAnimationAsync("OkaySign", 0.25f);
}
public void PartyPopper(double beat)
{
bodyAnim.Play("PartyPopperReady", 0, 0);
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { bodyAnim.Play("PartyPopper", 0, 0); }),
new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); SoundByte.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
new BeatAction.Action(beat + 3f, delegate { bodyAnim.Play("IdleBody", 0, 0); })
});
}
}
}