bb2ae74339
* 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
70 lines
2.2 KiB
C#
70 lines
2.2 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System;
|
|
using Starpelly;
|
|
using TMPro;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_MrUpbeat
|
|
{
|
|
public class UpbeatMan : MonoBehaviour
|
|
{
|
|
[Header("References")]
|
|
[SerializeField] Animator anim;
|
|
[SerializeField] Animator blipAnim;
|
|
[SerializeField] Animator letterAnim;
|
|
[SerializeField] GameObject[] shadows;
|
|
[SerializeField] TMP_Text blipText;
|
|
|
|
public int stepTimes = 0;
|
|
public int blipSize = 0;
|
|
public bool shouldGrow;
|
|
public string blipString = "M";
|
|
|
|
public void Blip()
|
|
{
|
|
double c = Conductor.instance.songPositionInBeatsAsDouble;
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(Math.Floor(c) + 0.5f, delegate {
|
|
if (MrUpbeat.shouldBlip) {
|
|
SoundByte.PlayOneShotGame("mrUpbeat/blip");
|
|
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
|
|
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
|
|
if (shouldGrow && blipSize < 4) blipSize++;
|
|
}
|
|
}),
|
|
new BeatAction.Action(Math.Floor(c) + 1f, delegate {
|
|
Blip();
|
|
}),
|
|
});
|
|
}
|
|
|
|
public void Step()
|
|
{
|
|
stepTimes++;
|
|
|
|
bool x = (stepTimes % 2 == 1);
|
|
shadows[0].SetActive(!x);
|
|
shadows[1].SetActive(x);
|
|
transform.localScale = new Vector3(x ? -1 : 1, 1);
|
|
|
|
anim.DoScaledAnimationAsync("Step", 0.5f);
|
|
letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
|
|
SoundByte.PlayOneShotGame("mrUpbeat/step");
|
|
}
|
|
|
|
public void Fall()
|
|
{
|
|
blipSize = 0;
|
|
blipAnim.Play("Idle", 0, 0);
|
|
blipText.text = "";
|
|
|
|
anim.DoScaledAnimationAsync("Fall", 0.5f);
|
|
SoundByte.PlayOneShot("miss");
|
|
shadows[0].SetActive(false);
|
|
shadows[1].SetActive(false);
|
|
}
|
|
}
|
|
} |