HeavenStudio/Assets/Scripts/Games/GleeClub/ChorusKid.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* 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
2023-10-29 19:44:47 +00:00

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.GetIsAction(GleeClub.InputAction_BasicPressing) && !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, 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");
}
}
}