mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
ebeea121ed
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
214 lines
No EOL
5.7 KiB
C#
214 lines
No EOL
5.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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using Starpelly;
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namespace HeavenStudio.Games.Scripts_DJSchool
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{
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public class Student : PlayerActionObject
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{
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public Animator anim;
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[Header("Properties")]
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public float holdBeat;
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public float swipeBeat;
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public bool isHolding;
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public bool shouldBeHolding;
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public bool eligible;
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public bool missed;
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[Header("Components")]
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[SerializeField] private SpriteRenderer flash;
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[SerializeField] private GameObject flashFX;
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[SerializeField] private GameObject flashFXInverse;
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[SerializeField] private GameObject TurnTable;
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[SerializeField] private GameObject slamFX;
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private Animator tableAnim;
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private DJSchool game;
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public void Init()
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{
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game = DJSchool.instance;
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anim = GetComponent<Animator>();
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tableAnim = TurnTable.GetComponent<Animator>();
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tableAnim.speed = 0;
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}
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private void Update()
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{
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float beatToUse = shouldBeHolding ? swipeBeat : holdBeat;
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float normalizedBeat = Conductor.instance.GetPositionFromMargin(beatToUse + 2, 1);
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if (eligible)
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{
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StateCheck(normalizedBeat);
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if (normalizedBeat > Minigame.LateTime())
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{
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eligible = false;
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missed = true;
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if (shouldBeHolding)
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{
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shouldBeHolding = false;
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}
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else
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{
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shouldBeHolding = true;
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game.SetDJYellowHead(3);
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}
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}
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}
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if (!isHolding)
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{
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if (PlayerInput.Pressed())
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{
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if (!shouldBeHolding && state.perfect && eligible)
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{
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Hold(true);
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eligible = false;
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}
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else
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{
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if (!shouldBeHolding)
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eligible = false;
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Hold(false);
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missed = true;
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game.SetDJYellowHead(3, true);
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}
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}
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}
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else
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{
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if (PlayerInput.PressedUp())
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{
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if (shouldBeHolding && state.perfect && eligible)
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{
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Swipe(true);
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eligible = false;
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}
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else
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{
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if (shouldBeHolding)
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{
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Swipe(false);
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eligible = false;
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}
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else
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{
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UnHold();
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}
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missed = true;
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game.SetDJYellowHead(3);
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}
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}
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}
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}
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public void Hold(bool ace)
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{
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isHolding = true;
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if (ace)
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{
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missed = false;
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shouldBeHolding = true;
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game.SetDJYellowHead(1);
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}
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Jukebox.PlayOneShotGame("djSchool/recordStop");
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anim.Play("Hold", 0, 0);
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if (ace)
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{
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FlashFX(true);
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}
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// Settings.GetMusicMixer().audioMixer.FindSnapshot("DJSchool_Hold").TransitionTo(0.15f);
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}
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public void UnHold()
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{
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isHolding = false;
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anim.Play("Unhold", 0, 0);
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// Settings.GetMusicMixer().audioMixer.FindSnapshot("Main").TransitionTo(0.15f);
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}
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public void Swipe(bool ace)
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{
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isHolding = false;
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if (ace)
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{
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missed = false;
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shouldBeHolding = false;
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Jukebox.PlayOneShotGame("djSchool/recordSwipe");
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FlashFX(false);
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}
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else
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{
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// Missed record swipe sound should play here.
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}
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anim.Play("Swipe", 0, 0);
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tableAnim.speed = 1;
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tableAnim.Play("Student_Turntable_Swipe", 0, 0);
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Instantiate(slamFX).SetActive(true);
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// Settings.GetMusicMixer().audioMixer.FindSnapshot("Main").TransitionTo(0.15f);
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}
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public override void OnAce()
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{
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if (!shouldBeHolding)
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{
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Hold(true);
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}
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else
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{
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Swipe(true);
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}
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eligible = false;
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}
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private void FlashFX(bool inverse)
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{
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GameObject prefab = flashFX;
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if (inverse)
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prefab = flashFXInverse;
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GameObject flashFX_ = Instantiate(prefab, this.transform.parent);
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flashFX_.SetActive(true);
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Destroy(flashFX_, 0.5f);
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flash.color = "D0FBFF".Hex2RGB();
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flash.color = new Color(flash.color.r, flash.color.g, flash.color.b, 0.85f);
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flash.DOColor(new Color(flash.color.r, flash.color.g, flash.color.b, 0), 0.15f);
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}
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public void TransitionBackToIdle()
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{
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// for letting go of "hold"
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if (anim.speed == 0)
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{
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anim.speed = 1;
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anim.Play("Idle", 0, 0);
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}
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}
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}
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} |