HeavenStudio/Assets/Scripts/Games/GleeClub/ChorusKid.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* 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 15:13:29 -04:00

114 lines
3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_GleeClub
{
public class ChorusKid : MonoBehaviour
{
[SerializeField] Animator anim;
[SerializeField] SpriteRenderer sr;
[SerializeField] bool player;
Sound currentSound;
public float currentPitch = 1f;
public float gameSwitchFadeOutTime = 0f;
public bool singing;
public bool disappeared = false;
public bool shouldMegaClose;
private GleeClub game;
void Awake()
{
game = GleeClub.instance;
}
void OnDestroy()
{
if (currentSound != null) SoundByte.KillLoop(currentSound, gameSwitchFadeOutTime);
}
public void TogglePresence(bool disappear)
{
if (disappear)
{
sr.color = new Color(1, 1, 1, 0);
StopSinging(false, false);
anim.Play("Idle", 0, 0);
disappeared = disappear;
}
else
{
disappeared = disappear;
sr.color = new Color(1, 1, 1, 1);
if (player && !PlayerInput.Pressing() && !GameManager.instance.autoplay)
{
StartSinging();
game.leftChorusKid.MissPose();
game.middleChorusKid.MissPose();
}
}
}
public void MissPose()
{
if (!singing && anim.GetCurrentAnimatorStateInfo(0).IsName("Idle") && !anim.IsPlayingAnimationName("MissIdle")) anim.Play("MissIdle", 0, 0);
}
public void StartCrouch()
{
if (singing || disappeared) return;
anim.Play("CrouchStart", 0, 0);
}
public void StartYell()
{
if (singing || disappeared) return;
singing = true;
anim.SetBool("Mega", true);
anim.Play("OpenMouth", 0, 0);
shouldMegaClose = true;
if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
SoundByte.PlayOneShotGame("gleeClub/LoudWailStart");
currentSound = SoundByte.PlayOneShotGame("gleeClub/LoudWailLoop", -1, currentPitch, 1f, true);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1f, delegate { UnYell(); })
});
}
void UnYell()
{
if (singing && !anim.GetCurrentAnimatorStateInfo(0).IsName("YellIdle")) anim.Play("YellIdle", 0, 0);
}
public void StartSinging(bool forced = false)
{
if ((singing && !forced) || disappeared) return;
singing = true;
anim.SetBool("Mega", false);
shouldMegaClose = false;
anim.Play("OpenMouth", 0, 0);
if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
currentSound = SoundByte.PlayOneShotGame("gleeClub/WailLoop", -1, currentPitch, 1f, true);
}
public void StopSinging(bool mega = false, bool playSound = true)
{
if (!singing || disappeared) return;
singing = false;
anim.Play(mega ? "MegaCloseMouth" : "CloseMouth", 0, 0);
if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
if (playSound) SoundByte.PlayOneShotGame("gleeClub/StopWail");
}
}
}