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