HeavenStudio/Assets/Scripts/Games/DrummingPractice/Drummer.cs
Rapandrasmus 182d9fc88c
Lots of tweaks, fixes and small additions + bop fixes and bop parity across almost all games with bops. (#331)
* Rhythm rally and cheer readers improvements

* Autobop for fan club

* Implemented new bop parity for fan club, rhythm rally and ssds

* Air rally easing improvements

* Fixed drumming practice stuff

* Tap trial has been unjankified yet again

* Cheer readers and catchy tune bops

* More bop parity

* MORE!!!!

* That should be all of them except space dance and dj school

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-03-07 17:22:32 +00:00

120 lines
3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class Drummer : MonoBehaviour
{
DrummingPractice game;
[Header("References")]
public Animator animator;
public List<MiiFace> miiFaces;
public SpriteRenderer face;
public bool player = false;
public int mii = 0;
public int count = 0;
private bool hitting = false;
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"
[System.Serializable]
public class MiiFace
{
public List<Sprite> Sprites;
}
void Awake()
{
game = DrummingPractice.instance;
}
private void Update()
{
if (player && PlayerInput.Pressed() && !DrummingPractice.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Hit(false, false);
}
}
public void SetFace(int type)
{
face.sprite = miiFaces[mii].Sprites[type];
}
public void Bop()
{
if (Conductor.instance.GetPositionFromBeat(canBopBeat, 2f) > 1f)
animator.Play("Bop", 0, 0);
}
public void Prepare(float beat, int type)
{
canBopBeat = beat;
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)
{
if(player && force)
{
if (hit)
{
HitSound(applause);
DrummingPractice.instance.Streak();
} else
MissSound();
}
if (!hitting)
{
if (count % 2 == 0)
animator.DoScaledAnimationAsync("HitLeft", 0.6f);
else
animator.DoScaledAnimationAsync("HitRight", 0.6f);
count++;
if (player && !force)
{
if (hit)
HitSound(applause);
else
MissSound();
}
hitting = true;
}
}
private void HitSound(bool applause)
{
Jukebox.PlayOneShotGame("drummingPractice/hit");
if (applause) Jukebox.PlayOneShot("applause");
}
private void MissSound()
{
Jukebox.PlayOneShotGame("drummingPractice/miss");
}
public void EndHit()
{
hitting = false;
}
}
}