HeavenStudio/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* 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
2023-06-10 15:13:29 -04:00

70 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using TMPro;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MrUpbeat
{
public class UpbeatMan : MonoBehaviour
{
[Header("References")]
[SerializeField] Animator anim;
[SerializeField] Animator blipAnim;
[SerializeField] Animator letterAnim;
[SerializeField] GameObject[] shadows;
[SerializeField] TMP_Text blipText;
public int stepTimes = 0;
public int blipSize = 0;
public bool shouldGrow;
public string blipString = "M";
public void Blip()
{
double c = Conductor.instance.songPositionInBeatsAsDouble;
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(Math.Floor(c) + 0.5f, delegate {
if (MrUpbeat.shouldBlip) {
SoundByte.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
}
}),
new BeatAction.Action(Math.Floor(c) + 1f, delegate {
Blip();
}),
});
}
public void Step()
{
stepTimes++;
bool x = (stepTimes % 2 == 1);
shadows[0].SetActive(!x);
shadows[1].SetActive(x);
transform.localScale = new Vector3(x ? -1 : 1, 1);
anim.DoScaledAnimationAsync("Step", 0.5f);
letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/step");
}
public void Fall()
{
blipSize = 0;
blipAnim.Play("Idle", 0, 0);
blipText.text = "";
anim.DoScaledAnimationAsync("Fall", 0.5f);
SoundByte.PlayOneShot("miss");
shadows[0].SetActive(false);
shadows[1].SetActive(false);
}
}
}