ebeea121ed
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
92 lines
2.3 KiB
C#
92 lines
2.3 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_ClappyTrio
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{
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public class ClappyTrioPlayer : PlayerActionObject
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{
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private float lastClapBeat;
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private float lastClapLength;
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[SerializeField] private bool clapVacant;
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public bool clapStarted = false;
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public bool canHit;
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private GameObject clapEffect;
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new int aceTimes = 0;
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private void Awake()
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{
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clapEffect = transform.GetChild(4).GetChild(3).gameObject;
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}
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public override void OnAce()
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{
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if (aceTimes == 0)
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{
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Clap(true);
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aceTimes++;
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}
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}
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private void Update()
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{
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if (clapVacant == true)
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{
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float normalizedBeat = (Conductor.instance.GetPositionFromBeat(lastClapBeat, lastClapLength));
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StateCheck(normalizedBeat);
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if (normalizedBeat > Minigame.EndTime())
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{
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clapVacant = false;
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lastClapLength = 0;
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lastClapBeat = 0;
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}
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}
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if (PlayerInput.Pressed())
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{
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Clap(false);
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}
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}
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public void SetClapAvailability(float startBeat, float length)
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{
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aceTimes = 0;
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lastClapBeat = startBeat;
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clapVacant = true;
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lastClapLength = length;
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ResetState();
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}
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private void Clap(bool overrideCanHit)
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{
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if (state.early || state.perfect || overrideCanHit)
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{
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clapEffect.SetActive(true);
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Jukebox.PlayOneShotGame("clappyTrio/rightClap");
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if (this.canHit)
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ClappyTrio.instance.playerHitLast = true;
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}
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else
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{
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clapEffect.SetActive(false);
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Jukebox.PlayOneShot("miss");
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ClappyTrio.instance.playerHitLast = false;
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if (clapStarted)
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this.canHit = false;
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}
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ClappyTrio.instance.SetFace(ClappyTrio.instance.Lion.Count - 1, 4);
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this.GetComponent<Animator>().Play("Clap", 0, 0);
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}
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}
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} |