60d29f19c6
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
114 lines
3.5 KiB
C#
114 lines
3.5 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_GleeClub
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{
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public class ChorusKid : MonoBehaviour
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{
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[SerializeField] Animator anim;
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[SerializeField] SpriteRenderer sr;
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[SerializeField] bool player;
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Sound currentSound;
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public float currentPitch = 1f;
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public float gameSwitchFadeOutTime = 0f;
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public bool singing;
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public bool disappeared = false;
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public bool shouldMegaClose;
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private GleeClub game;
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void Awake()
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{
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game = GleeClub.instance;
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}
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void OnDestroy()
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{
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if (currentSound != null) SoundByte.KillLoop(currentSound, gameSwitchFadeOutTime);
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}
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public void TogglePresence(bool disappear)
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{
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if (disappear)
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{
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sr.color = new Color(1, 1, 1, 0);
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StopSinging(false, false);
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anim.Play("Idle", 0, 0);
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disappeared = disappear;
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}
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else
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{
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disappeared = disappear;
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sr.color = new Color(1, 1, 1, 1);
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if (player && !PlayerInput.Pressing() && !GameManager.instance.autoplay)
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{
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StartSinging();
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game.leftChorusKid.MissPose();
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game.middleChorusKid.MissPose();
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}
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}
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}
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public void MissPose()
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{
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if (!singing && anim.GetCurrentAnimatorStateInfo(0).IsName("Idle") && !anim.IsPlayingAnimationName("MissIdle")) anim.Play("MissIdle", 0, 0);
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}
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public void StartCrouch()
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{
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if (singing || disappeared) return;
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anim.Play("CrouchStart", 0, 0);
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}
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public void StartYell()
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{
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if (singing || disappeared) return;
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singing = true;
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anim.SetBool("Mega", true);
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anim.Play("OpenMouth", 0, 0);
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shouldMegaClose = true;
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if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
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SoundByte.PlayOneShotGame("gleeClub/LoudWailStart");
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currentSound = SoundByte.PlayOneShotGame("gleeClub/LoudWailLoop", -1, currentPitch, 1f, true);
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1f, delegate { UnYell(); })
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});
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}
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void UnYell()
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{
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if (singing && !anim.GetCurrentAnimatorStateInfo(0).IsName("YellIdle")) anim.Play("YellIdle", 0, 0);
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}
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public void StartSinging(bool forced = false)
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{
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if ((singing && !forced) || disappeared) return;
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singing = true;
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anim.SetBool("Mega", false);
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shouldMegaClose = false;
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anim.Play("OpenMouth", 0, 0);
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if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
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currentSound = SoundByte.PlayOneShotGame("gleeClub/WailLoop", -1, currentPitch, 1f, true);
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}
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public void StopSinging(bool mega = false, bool playSound = true)
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{
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if (!singing || disappeared) return;
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singing = false;
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anim.Play(mega ? "MegaCloseMouth" : "CloseMouth", 0, 0);
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if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
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if (playSound) SoundByte.PlayOneShotGame("gleeClub/StopWail");
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}
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}
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}
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