bb2ae74339
* 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
80 lines
2.2 KiB
C#
80 lines
2.2 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_TapTroupe
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{
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public class TapTroupeCorner : MonoBehaviour
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{
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private Animator anim;
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public Animator expressionAnim;
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[SerializeField] Animator bodyAnim;
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[SerializeField] ParticleSystem popperEffect;
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public enum MissFace
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{
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Sad = 0,
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Spit = 1,
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LOL = 2
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}
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private TapTroupe game;
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void Awake()
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{
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game = TapTroupe.instance;
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anim = GetComponent<Animator>();
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}
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public void Bop()
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{
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anim.DoScaledAnimationAsync("Bop", 0.3f);
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}
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public void Okay()
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{
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expressionAnim.DoScaledAnimationAsync("Okay", 0.25f);
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}
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public void ResetFace()
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{
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if (expressionAnim.IsPlayingAnimationName("Okay")) return;
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expressionAnim.Play("NoExpression", 0, 0);
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}
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public void SetMissFace(MissFace missFace)
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{
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switch (missFace)
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{
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case MissFace.Sad:
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expressionAnim.Play("Sad", 0, 0);
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break;
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case MissFace.Spit:
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expressionAnim.Play("Spit", 0, 0);
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break;
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case MissFace.LOL:
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expressionAnim.Play("LOL", 0, 0);
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break;
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}
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}
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public void OkaySign()
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{
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bodyAnim.DoScaledAnimationAsync("OkaySign", 0.25f);
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}
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public void PartyPopper(double beat)
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{
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bodyAnim.Play("PartyPopperReady", 0, 0);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { bodyAnim.Play("PartyPopper", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); SoundByte.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
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new BeatAction.Action(beat + 3f, delegate { bodyAnim.Play("IdleBody", 0, 0); })
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});
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}
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}
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}
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