HeavenStudio/Assets/Scripts/UI/Overlays/SkillStarManager.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 15:13:29 -04:00

124 lines
4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Games;
namespace HeavenStudio.Common
{
public class SkillStarManager : MonoBehaviour
{
public enum StarState
{
None,
In,
Collected,
Out
}
public static SkillStarManager instance { get; private set; }
[SerializeField] private Animator starAnim;
[SerializeField] private ParticleSystem starParticle;
public double StarTargetTime { get { return starStart + starLength; } }
public bool IsEligible { get; private set; }
public bool IsCollected { get { return state == StarState.Collected; } }
double starStart = double.MaxValue;
float starLength = float.MaxValue;
StarState state = StarState.None;
Conductor cond;
// Start is called before the first frame update
public void Start()
{
cond = Conductor.instance;
instance = this;
}
// Update is called once per frame
void Update()
{
if (cond.songPositionInBeatsAsDouble > starStart && state == StarState.In)
{
double offset = cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime));
if (cond.songPositionInBeatsAsDouble <= starStart + starLength + offset)
starAnim.DoScaledAnimation("StarIn", starStart, starLength + (float)offset);
else
starAnim.Play("StarIn", -1, 1f);
offset = cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime));
if (cond.songPositionInBeatsAsDouble > starStart + starLength + offset)
KillStar();
}
}
public void DoStarPreview()
{
if (starAnim == null) return;
starAnim.Play("StarJust", -1, 0.5f);
starAnim.speed = 0f;
}
public void ResetStarPreview()
{
if (starAnim == null) return;
starAnim.Play("NoPose", -1, 0f);
starAnim.speed = 1f;
}
public void Reset()
{
IsEligible = false;
cond = Conductor.instance;
state = StarState.None;
starAnim.Play("NoPose", -1, 0f);
starAnim.speed = 1f;
starStart = double.MaxValue;
starLength = float.MaxValue;
}
public void DoStarIn(double beat, float length)
{
if (!OverlaysManager.OverlaysEnabled) return;
IsEligible = true;
state = StarState.In;
starStart = beat;
starLength = length;
TimingAccuracyDisplay.instance.StartStarFlash();
starAnim.DoScaledAnimation("StarIn", beat, length);
}
public bool DoStarJust()
{
if (state == StarState.In &&
cond.songPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime)) &&
cond.songPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime))
)
{
state = StarState.Collected;
starAnim.Play("StarJust", -1, 0f);
starParticle.Play();
SoundByte.PlayOneShot("skillStar");
TimingAccuracyDisplay.instance.StopStarFlash();
return true;
}
return false;
}
public void KillStar()
{
if (state == StarState.In && cond.songPositionInBeatsAsDouble >= starStart + starLength*0.5f || !cond.isPlaying)
{
IsEligible = false;
state = StarState.Out;
starAnim.Play("NoPose", -1, 0f);
TimingAccuracyDisplay.instance.StopStarFlash();
}
}
}
}