HeavenStudio/Assets/Scripts/Games/GleeClub/GleeClubSingInput.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

70 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_GleeClub
{
public class GleeClubSingInput : MonoBehaviour
{
public float pitch = 1f;
bool shouldClose = true;
bool shouldOpen = true;
private GleeClub game;
void Awake()
{
game = GleeClub.instance;
}
public void Init(float beat, float length, int close)
{
shouldClose = close != (int)GleeClub.MouthOpenClose.OnlyOpen;
shouldOpen = close != (int)GleeClub.MouthOpenClose.OnlyClose;
if (shouldOpen) game.ScheduleInput(beat - 1, 1, InputType.STANDARD_UP, Just, Miss, Out);
if (shouldClose) game.ScheduleInput(beat, length, InputType.STANDARD_DOWN, JustClose, MissClose, Out);
}
public void Just(PlayerActionEvent caller, float state)
{
if (!game.playerChorusKid.singing)
{
game.playerChorusKid.currentPitch = pitch;
game.playerChorusKid.StartSinging();
}
if (!shouldClose) CleanUp();
}
public void JustClose(PlayerActionEvent caller, float state)
{
game.playerChorusKid.StopSinging();
CleanUp();
}
public void MissClose(PlayerActionEvent caller)
{
game.missed = true;
CleanUp();
}
public void Miss(PlayerActionEvent caller)
{
game.missed = true;
if (!shouldClose) CleanUp();
}
public void Out(PlayerActionEvent caller)
{
}
void CleanUp()
{
Destroy(gameObject);
}
}
}