3892e3e46c
* fixed not being able to whiff in tap trial * bored meeting fixes * more board meeting fix * ww now uses z axis instead of scale * Inputs are now reworked in mahou tsukai * Fixed the particle effect
103 lines
3.2 KiB
C#
103 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_BoardMeeting
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{
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public class BMExecutive : MonoBehaviour
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{
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public BoardMeeting game;
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public bool player;
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public Animator anim;
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bool canBop = true;
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int smileCounter = 0;
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public bool spinning;
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bool preparing;
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Sound rollLoop = null;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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game = BoardMeeting.instance;
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}
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public void Prepare()
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{
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if (spinning) return;
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preparing = true;
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anim.DoScaledAnimationAsync("Prepare", 0.5f);
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canBop = false;
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}
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public void Spin(string soundToPlay = "A", bool forceStart = false)
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{
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if (spinning) return;
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spinning = true;
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preparing = false;
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string animToPlay = game.firstSpinner.anim.GetCurrentAnimatorStateInfo(0).IsName("Spin") ? "Spin" : "LoopSpin";
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if (this == game.firstSpinner) anim.DoUnscaledAnimation("Spin", 0);
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else anim.DoUnscaledAnimation(forceStart ? "Spin" : animToPlay, forceStart ? 0 : game.firstSpinner.anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
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canBop = false;
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SoundByte.PlayOneShotGame("boardMeeting/rollPrepare" + soundToPlay);
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float offset = 0;
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switch (soundToPlay)
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{
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case "A":
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case "B":
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offset = 0.01041666666f;
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break;
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case "C":
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case "Player":
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offset = 0.02083333333f;
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break;
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default:
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offset = 0;
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break;
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}
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rollLoop = SoundByte.PlayOneShotGame("boardMeeting/roll" + soundToPlay, Conductor.instance.songPositionInBeatsAsDouble + 0.5f - Conductor.instance.GetRestFromRealTime(offset), 1, 1, true);
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}
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public void Stop(bool hit = true)
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{
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if (!spinning) return;
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spinning = false;
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anim.DoScaledAnimationAsync(hit ? "Stop" : "Miss", hit ? 0.5f : 0.25f);
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if (rollLoop != null)
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{
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rollLoop.KillLoop(0);
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rollLoop = null;
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}
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game.StopChairLoopSoundIfLastToStop();
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1.5f, delegate { canBop = true; })
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});
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}
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public void Bop()
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{
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if (!canBop || spinning || !anim.IsAnimationNotPlaying() || preparing) return;
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if (smileCounter > 0)
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{
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anim.DoScaledAnimationAsync("SmileBop", 0.5f);
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smileCounter--;
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}
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else
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{
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anim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Smile()
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{
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if (spinning) return;
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if (!preparing) anim.Play("SmileIdle");
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smileCounter = 2;
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}
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}
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}
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