3002e48350
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
114 lines
3.5 KiB
C#
114 lines
3.5 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_GleeClub
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{
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public class ChorusKid : MonoBehaviour
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{
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[SerializeField] Animator anim;
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[SerializeField] SpriteRenderer sr;
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[SerializeField] bool player;
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Sound currentSound;
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public float currentPitch = 1f;
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public float gameSwitchFadeOutTime = 0f;
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public bool singing;
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public bool disappeared = false;
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public bool shouldMegaClose;
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private GleeClub game;
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void Awake()
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{
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game = GleeClub.instance;
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}
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void OnDestroy()
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{
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if (currentSound != null) SoundByte.KillLoop(currentSound, gameSwitchFadeOutTime);
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}
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public void TogglePresence(bool disappear)
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{
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if (disappear)
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{
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sr.color = new Color(1, 1, 1, 0);
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StopSinging(false, false);
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anim.Play("Idle", 0, 0);
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disappeared = disappear;
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}
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else
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{
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disappeared = disappear;
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sr.color = new Color(1, 1, 1, 1);
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if (player && !PlayerInput.GetIsAction(GleeClub.InputAction_BasicPressing) && !GameManager.instance.autoplay)
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{
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StartSinging();
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game.leftChorusKid.MissPose();
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game.middleChorusKid.MissPose();
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}
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}
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}
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public void MissPose()
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{
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if (!singing && anim.GetCurrentAnimatorStateInfo(0).IsName("Idle") && !anim.IsPlayingAnimationName("MissIdle")) anim.Play("MissIdle", 0, 0);
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}
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public void StartCrouch()
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{
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if (singing || disappeared) return;
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anim.Play("CrouchStart", 0, 0);
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}
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public void StartYell()
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{
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if (singing || disappeared) return;
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singing = true;
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anim.SetBool("Mega", true);
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anim.Play("OpenMouth", 0, 0);
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shouldMegaClose = true;
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if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
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SoundByte.PlayOneShotGame("gleeClub/LoudWailStart");
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currentSound = SoundByte.PlayOneShotGame("gleeClub/LoudWailLoop", -1, currentPitch, 1f, true);
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1f, delegate { UnYell(); })
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});
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}
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void UnYell()
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{
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if (singing && !anim.GetCurrentAnimatorStateInfo(0).IsName("YellIdle")) anim.Play("YellIdle", 0, 0);
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}
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public void StartSinging(bool forced = false)
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{
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if ((singing && !forced) || disappeared) return;
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singing = true;
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anim.SetBool("Mega", false);
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shouldMegaClose = false;
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anim.Play("OpenMouth", 0, 0);
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if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
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currentSound = SoundByte.PlayOneShotGame("gleeClub/WailLoop", -1, currentPitch, 1f, true);
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}
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public void StopSinging(bool mega = false, bool playSound = true)
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{
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if (!singing || disappeared) return;
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singing = false;
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anim.Play(mega ? "MegaCloseMouth" : "CloseMouth", 0, 0);
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if (currentSound != null) SoundByte.KillLoop(currentSound, 0f);
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if (playSound) SoundByte.PlayOneShotGame("gleeClub/StopWail");
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}
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}
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}
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