b1fab52ad9
* 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
59 lines
1.5 KiB
C#
59 lines
1.5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System;
|
|
|
|
namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|
{
|
|
public class Hair : MonoBehaviour
|
|
{
|
|
public double createBeat;
|
|
public GameObject hairSprite;
|
|
public GameObject stubbleSprite;
|
|
public GameObject missedSprite;
|
|
private RhythmTweezers game;
|
|
private Tweezers tweezers;
|
|
private bool plucked;
|
|
|
|
private void Awake()
|
|
{
|
|
game = RhythmTweezers.instance;
|
|
tweezers = game.Tweezers;
|
|
}
|
|
|
|
public void StartInput(double beat, double length)
|
|
{
|
|
game.ScheduleInput(beat, length, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
|
|
}
|
|
|
|
public void Ace()
|
|
{
|
|
tweezers.Pluck(true, this);
|
|
tweezers.hitOnFrame++;
|
|
plucked = true;
|
|
}
|
|
|
|
public void NearMiss()
|
|
{
|
|
tweezers.Pluck(false, this);
|
|
tweezers.hitOnFrame++;
|
|
plucked = true;
|
|
}
|
|
|
|
private void Just(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f) {
|
|
NearMiss();
|
|
return;
|
|
}
|
|
Ace();
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
// this is where perfect challenge breaks
|
|
}
|
|
|
|
private void Out(PlayerActionEvent caller) {}
|
|
}
|
|
} |