HeavenStudio/Assets/Scripts/Games/GleeClub/ChorusKid.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_GleeClub
{
public class ChorusKid : MonoBehaviour
{
[SerializeField] Animator anim;
[SerializeField] SpriteRenderer sr;
[SerializeField] bool player;
Sound currentSound;
public float currentPitch = 1f;
public float gameSwitchFadeOutTime = 0f;
public bool singing;
public bool disappeared = false;
public bool shouldMegaClose;
private GleeClub game;
void Awake()
{
game = GleeClub.instance;
}
void OnDestroy()
{
if (currentSound != null) SoundByte.KillLoop(currentSound, gameSwitchFadeOutTime);
}
public void TogglePresence(bool disappear)
{
if (disappear)
{
sr.color = new Color(1, 1, 1, 0);
StopSinging(false, false);
anim.Play("Idle", 0, 0);
disappeared = disappear;
}
else
{
disappeared = disappear;
sr.color = new Color(1, 1, 1, 1);
if (player && !PlayerInput.Pressing() && !GameManager.instance.autoplay)
{
StartSinging();
game.leftChorusKid.MissPose();
game.middleChorusKid.MissPose();
}
}
}
public void MissPose()
{
if (!singing && anim.GetCurrentAnimatorStateInfo(0).IsName("Idle") && !anim.IsPlayingAnimationName("MissIdle")) anim.Play("MissIdle", 0, 0);
}
public void StartCrouch()
{
if (singing || disappeared) return;
anim.Play("CrouchStart", 0, 0);
}
public void StartYell()
{
if (singing || disappeared) return;
singing = true;
anim.SetBool("Mega", true);
anim.Play("OpenMouth", 0, 0);
shouldMegaClose = true;
if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
SoundByte.PlayOneShotGame("gleeClub/LoudWailStart");
currentSound = SoundByte.PlayOneShotGame("gleeClub/LoudWailLoop", -1, currentPitch, 1f, true);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1f, delegate { UnYell(); })
});
}
void UnYell()
{
if (singing && !anim.GetCurrentAnimatorStateInfo(0).IsName("YellIdle")) anim.Play("YellIdle", 0, 0);
}
public void StartSinging(bool forced = false)
{
if ((singing && !forced) || disappeared) return;
singing = true;
anim.SetBool("Mega", false);
shouldMegaClose = false;
anim.Play("OpenMouth", 0, 0);
if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
currentSound = SoundByte.PlayOneShotGame("gleeClub/WailLoop", -1, currentPitch, 1f, true);
}
public void StopSinging(bool mega = false, bool playSound = true)
{
if (!singing || disappeared) return;
singing = false;
anim.Play(mega ? "MegaCloseMouth" : "CloseMouth", 0, 0);
if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
if (playSound) SoundByte.PlayOneShotGame("gleeClub/StopWail");
}
}
}