HeavenStudio/Assets/Scripts/Games/ForkLifter/ForkLifterHand.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

72 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using HeavenStudio.Util;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio.Games.Scripts_ForkLifter
{
public class ForkLifterHand : MonoBehaviour
{
public SpriteRenderer fastSprite;
public Sprite[] fastSprites;
private List<RiqEntity> allFlickEntities = new List<RiqEntity>();
public int currentFlickIndex;
private void Awake()
{
var flickEntities = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "flick" });
List<RiqEntity> tempEvents = new List<RiqEntity>();
for (int i = 0; i < flickEntities.Count; i++)
{
if (flickEntities[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
{
tempEvents.Add(flickEntities[i]);
}
}
allFlickEntities = tempEvents;
}
public void CheckNextFlick()
{
if (allFlickEntities.Count > 0 && currentFlickIndex >= 0 && currentFlickIndex < allFlickEntities.Count)
{
switch (allFlickEntities[currentFlickIndex]["type"])
{
case (int)ForkLifter.FlickType.Pea:
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[0];
fastSprite.sprite = fastSprites[0];
break;
case (int)ForkLifter.FlickType.TopBun:
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[1];
fastSprite.sprite = fastSprites[0];
break;
case (int)ForkLifter.FlickType.Burger:
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[2];
fastSprite.sprite = fastSprites[1];
break;
case (int)ForkLifter.FlickType.BottomBun:
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[3];
fastSprite.sprite = fastSprites[0];
break;
}
}
else
{
ForkLifter.instance.peaPreview.sprite = null;
}
}
public void Prepare()
{
SoundByte.PlayOneShotGame("forkLifter/flickPrepare");
GetComponent<Animator>().Play("Hand_Prepare", 0, 0);
}
}
}