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
68 lines
1.8 KiB
C#
68 lines
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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using Starpelly;
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namespace HeavenStudio.Games.Scripts_FirstContact
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{
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public class Translator : MonoBehaviour
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{
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public Animator anim;
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FirstContact game;
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public void Init()
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{
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game = FirstContact.instance;
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//anim = GetComponent<Animator>();
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}
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private void Update()
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{
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////IF YOU WANT TO PLAY NOTES ANYTIME W/O CONSTRAINTS
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//if (PlayerInput.Pressed(true) && !game.isSpeaking)
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//{
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// successTranslation(true);
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//}
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}
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public void SuccessTranslation(bool ace)
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{
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if (ace)
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{
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//if(game.version == 1)
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//{
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// Jukebox.PlayOneShotGame("firstContact/citrusRemix/1_r");
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//}
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SoundByte.PlayOneShotGame("firstContact/" + RandomizerLines());
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}
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else
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{
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SoundByte.PlayOneShotGame("firstContact/failContact");
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}
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(.5f, delegate { anim.Play("translator_speak", 0, 0);}),
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});
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}
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public void EhTranslation()
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{
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SoundByte.PlayOneShotGame("firstContact/slightlyFail");
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(.5f, delegate { anim.Play("translator_eh", 0, 0);}),
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});
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}
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public int RandomizerLines()
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{
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return Random.Range(1, 11);
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}
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}
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}
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