HeavenStudio/Assets/Scripts/Games/TossBoys/TossKid.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* 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 19:17:06 +00:00

90 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TossBoys
{
public class TossKid : MonoBehaviour
{
[SerializeField] ParticleSystem _hitEffect;
[SerializeField] GameObject arrow;
Animator anim;
[SerializeField] string prefix;
TossBoys game;
public bool crouch;
bool preparing;
private void Awake()
{
anim = GetComponent<Animator>();
game = TossBoys.instance;
DoAnimationScaledAsync("Idle", 20f);
}
public void HitBall(bool hit = true)
{
if (hit)
{
ParticleSystem spawnedEffect = Instantiate(_hitEffect, transform);
spawnedEffect.Play();
DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
}
else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
{
DoAnimationScaledAsync("Whiff", 0.5f);
SoundByte.PlayOneShotGame("tossBoys/whiff");
}
}
public void Bop()
{
if (!anim.IsAnimationNotPlaying() || crouch || preparing) return;
DoAnimationScaledAsync("Bop", 0.5f);
}
public void Crouch()
{
DoAnimationScaledAsync("Crouch", 0.5f);
crouch = true;
}
public void PopBall()
{
DoAnimationScaledAsync("Slap", 0.5f);
preparing = false;
}
public void PopBallPrepare()
{
if (preparing) return;
DoAnimationScaledAsync("PrepareHand", 0.5f);
preparing = true;
}
public void Miss()
{
DoAnimationScaledAsync("Miss", 0.5f);
}
public void Barely()
{
DoAnimationScaledAsync("Barely", 0.5f);
}
public void ShowArrow(double startBeat, float length)
{
BeatAction.New(game.gameObject, new List<BeatAction.Action>(){
new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }),
new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }),
});
}
void DoAnimationScaledAsync(string name, float time)
{
anim.DoScaledAnimationAsync(prefix + name, time);
}
}
}