HeavenStudio/Assets/Scripts/Games/DrummingPractice/Drummer.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DrummingPractice
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{
public class Drummer : MonoBehaviour
{
DrummingPractice game;
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[Header("References")]
public Animator animator;
public List<MiiFace> miiFaces;
public SpriteRenderer face;
public bool player = false;
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public int mii = 0;
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public int count = 0;
private bool hitting = false;
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private float canBopBeat = -2f;
// in the future: use the MiiStudio API to render any mii from a nintendo account / MNMS / Mii Studio code?
// figure out how to call the API from unity?
// used expressions: "normal", "smile", "sorrow"
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[System.Serializable]
public class MiiFace
{
public List<Sprite> Sprites;
}
void Awake()
{
game = DrummingPractice.instance;
}
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private void Update()
{
if (player && PlayerInput.Pressed() && !DrummingPractice.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
Hit(false, false);
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}
}
public void SetFace(int type)
{
face.sprite = miiFaces[mii].Sprites[type];
}
public void Bop()
{
if (Conductor.instance.GetPositionFromBeat(canBopBeat, 2f) > 1f)
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animator.Play("Bop", 0, 0);
}
public void Prepare(float beat, int type)
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{
canBopBeat = beat;
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count = type;
if (count % 2 == 0)
animator.Play("PrepareLeft", 0, 0);
else
animator.Play("PrepareRight", 0, 0);
}
public void Hit(bool hit, bool applause, bool force = false)
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{
if(player && force)
{
if (hit)
{
HitSound(applause);
DrummingPractice.instance.Streak();
} else
MissSound();
}
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if (!hitting)
{
if (count % 2 == 0)
animator.DoScaledAnimationAsync("HitLeft", 0.6f);
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else
animator.DoScaledAnimationAsync("HitRight", 0.6f);
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count++;
if (player && !force)
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{
if (hit)
HitSound(applause);
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else
MissSound();
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}
hitting = true;
}
}
private void HitSound(bool applause)
{
Jukebox.PlayOneShotGame("drummingPractice/hit");
if (applause) Jukebox.PlayOneShot("applause");
}
private void MissSound()
{
Jukebox.PlayOneShotGame("drummingPractice/miss");
}
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public void EndHit()
{
hitting = false;
}
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}
}