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
112 lines
3 KiB
C#
112 lines
3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_BlueBear
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{
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public class Treat : MonoBehaviour
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{
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const float rotSpeed = 360f;
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public bool isCake;
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public double startBeat;
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bool flying = true;
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double flyBeats;
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[NonSerialized] public BezierCurve3D curve;
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private BlueBear game;
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private void Awake()
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{
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game = BlueBear.instance;
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}
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private void Start()
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{
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flyBeats = isCake ? 3f : 2f;
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game.ScheduleInput(startBeat, flyBeats, isCake ? InputType.DIRECTION_DOWN : InputType.STANDARD_DOWN, Just, Out, Out);
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}
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private void Update()
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{
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if (flying)
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{
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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flyPos *= isCake ? 0.75f : 0.6f;
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transform.position = curve.GetPoint(flyPos);
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if (flyPos > 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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float rot = isCake ? rotSpeed : -rotSpeed;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
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}
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}
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void EatFood()
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{
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flying = false;
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if (isCake)
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{
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SoundByte.PlayOneShotGame("blueBear/chompCake");
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}
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else
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{
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SoundByte.PlayOneShotGame("blueBear/chompDonut");
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}
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game.Bite(isCake);
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game.EatTreat();
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SpawnCrumbs();
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GameObject.Destroy(gameObject);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
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if (isCake)
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{
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game.headAndBodyAnim.Play("BiteL", 0, 0);
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}
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else
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{
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game.headAndBodyAnim.Play("BiteR", 0, 0);
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}
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return;
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}
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EatFood();
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}
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private void Miss(PlayerActionEvent caller) {}
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private void Out(PlayerActionEvent caller) {}
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void SpawnCrumbs()
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{
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var crumbsGO = GameObject.Instantiate(game.crumbsBase, game.crumbsHolder);
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crumbsGO.SetActive(true);
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crumbsGO.transform.position = transform.position;
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var ps = crumbsGO.GetComponent<ParticleSystem>();
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var main = ps.main;
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var newGradient = new ParticleSystem.MinMaxGradient(isCake ? game.cakeGradient : game.donutGradient);
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newGradient.mode = ParticleSystemGradientMode.RandomColor;
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main.startColor = newGradient;
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ps.Play();
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}
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}
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}
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