HeavenStudio/Assets/Scripts/Games/FirstContact/Translator.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

68 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_FirstContact
{
public class Translator : MonoBehaviour
{
public Animator anim;
FirstContact game;
public void Init()
{
game = FirstContact.instance;
//anim = GetComponent<Animator>();
}
private void Update()
{
////IF YOU WANT TO PLAY NOTES ANYTIME W/O CONSTRAINTS
//if (PlayerInput.Pressed(true) && !game.isSpeaking)
//{
// successTranslation(true);
//}
}
public void SuccessTranslation(bool ace)
{
if (ace)
{
//if(game.version == 1)
//{
// Jukebox.PlayOneShotGame("firstContact/citrusRemix/1_r");
//}
Jukebox.PlayOneShotGame("firstContact/" + RandomizerLines());
}
else
{
Jukebox.PlayOneShotGame("firstContact/failContact");
}
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(.5f, delegate { anim.Play("translator_speak", 0, 0);}),
});
}
public void EhTranslation()
{
Jukebox.PlayOneShotGame("firstContact/slightlyFail");
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(.5f, delegate { anim.Play("translator_eh", 0, 0);}),
});
}
public int RandomizerLines()
{
return Random.Range(1, 11);
}
}
}