HeavenStudio/Assets/Scripts/Games/BuiltToScaleDS/Blocks.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

108 lines
3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
{
using HeavenStudio.Util;
public class Blocks : MonoBehaviour
{
public double createBeat;
public float createLength;
public Animator anim;
private bool moving = true;
private BuiltToScaleDS game;
double windupBeat;
double hitBeat;
double sinkBeat;
private void Awake()
{
game = BuiltToScaleDS.instance;
}
private void Start()
{
windupBeat = createBeat + (createLength * 4f);
hitBeat = windupBeat + createLength;
sinkBeat = hitBeat + (createLength * 2f);
game.ScheduleInput(windupBeat, createLength, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Update()
{
if (!moving) return;
double currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
if (currentBeat > windupBeat && currentBeat < hitBeat
&& !shooterState.IsName("Windup")
&& !game.lastShotOut)
{
game.shooterAnim.Play("Windup", 0, 0);
}
if (moving && currentBeat < sinkBeat)
game.SetBlockTime(this, createBeat, createLength);
}
private void Just(PlayerActionEvent caller, float state)
{
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
if (!shooterState.IsName("Windup")) return;
// near miss
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
// hit
Hit();
}
private void Miss(PlayerActionEvent caller)
{
double sinkBeat = hitBeat + (createLength * 2f);
MultiSound.Play(
new MultiSound.Sound[] {
new MultiSound.Sound("builtToScaleDS/Sink", sinkBeat),
}, forcePlay: true
);
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(sinkBeat, delegate { moving = false; }),
});
}
private void Out(PlayerActionEvent caller) {}
void Hit()
{
moving = false;
game.shootingThisFrame = true;
game.Shoot();
game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
Destroy(gameObject);
SoundByte.PlayOneShotGame("builtToScaleDS/Hit");
}
void NearMiss()
{
moving = false;
game.shootingThisFrame = true;
game.Shoot();
game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
Destroy(gameObject);
SoundByte.PlayOneShotGame("builtToScaleDS/Crumble");
}
}
}