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
100 lines
3.2 KiB
C#
100 lines
3.2 KiB
C#
using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_MunchyMonk
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{
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public class Dumpling : MonoBehaviour
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{
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public Color dumplingColor;
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public double startBeat;
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const string sfxName = "munchyMonk/";
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public bool canDestroy;
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[Header("References")]
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[SerializeField] Animator smearAnim;
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[SerializeField] Animator anim;
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[SerializeField] SpriteRenderer smearSr;
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public SpriteRenderer sr;
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private MunchyMonk game;
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private void Awake()
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{
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game = MunchyMonk.instance;
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sr = GetComponent<SpriteRenderer>();
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}
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private void Start()
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{
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sr.color = dumplingColor;
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if (game.dumplings.Count > 1) {
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anim.Play("IdleOnTop", 0, 0);
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game.dumplings[0].anim.DoScaledAnimationAsync("Squish", 0.5f);
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}
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}
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private void Update()
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{
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if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
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}
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public void HitFunction(float state)
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{
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smearSr.color = dumplingColor;
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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SoundByte.PlayOneShotGame(sfxName+"slap");
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game.isStaring = false;
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if (state >= 1f || state <= -1f)
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{
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game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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SoundByte.PlayOneShotGame(sfxName+"barely");
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canDestroy = true;
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game.needBlush = false;
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} else {
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game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
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game.dumplings[0].anim.DoScaledAnimationAsync("FollowHand", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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game.needBlush = true;
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SoundByte.PlayOneShotGame(sfxName+"gulp");
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MunchyMonk.howManyGulps++;
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for (int i = 1; i <= 4; i++)
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{
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if (MunchyMonk.howManyGulps == MunchyMonk.inputsTilGrow*i) {
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MunchyMonk.growLevel = i;
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}
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}
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GameObject.Destroy(gameObject);
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}
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}
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public void MissFunction()
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{
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if (!canDestroy) {
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anim.DoScaledAnimationAsync("FallOff", 0.5f);
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canDestroy = true;
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}
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}
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public void EarlyFunction()
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{
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeatsAsDouble),
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new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeatsAsDouble),
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});
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canDestroy = true;
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game.needBlush = false;
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}
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}
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}
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