HeavenStudio/Assets/Scripts/Games/DrummingPractice/Drummer.cs
Rapandrasmus fe19ddc767
Tons of cleanup in TONS OF MINIGAMES!!! (#270)
* Tons of stuff...

* Drumming practice improvements

* Easing for drumming practice

* Converted TOTC to prefunction

* Split scratch o into two

* Forthington voice lines can now be played outside of air rally

* Rhythm Rally Improvements

* Air rally sound improvements

* Spawn blocks rework

* BTS ds small tweaks

* Tap Trial fixes

* More tweaks to tap trial

* Final minor tweaks
2023-02-14 16:31:51 +00:00

117 lines
2.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class Drummer : MonoBehaviour
{
DrummingPractice game;
[Header("References")]
public Animator animator;
public List<MiiFace> miiFaces;
public SpriteRenderer face;
public bool player = false;
public int mii = 0;
public int count = 0;
private bool hitting = false;
// in the future: use the MiiStudio API to render any mii from a nintendo account / MNMS / Mii Studio code?
// figure out how to call the API from unity?
// used expressions: "normal", "smile", "sorrow"
[System.Serializable]
public class MiiFace
{
public List<Sprite> Sprites;
}
void Awake()
{
game = DrummingPractice.instance;
}
private void Update()
{
if (player && PlayerInput.Pressed() && !DrummingPractice.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Hit(false, false);
}
}
public void SetFace(int type)
{
face.sprite = miiFaces[mii].Sprites[type];
}
public void Bop()
{
if (animator.IsAnimationNotPlaying())
animator.Play("Bop", 0, 0);
}
public void Prepare(int type)
{
count = type;
if (count % 2 == 0)
animator.Play("PrepareLeft", 0, 0);
else
animator.Play("PrepareRight", 0, 0);
}
public void Hit(bool hit, bool applause, bool force = false)
{
if(player && force)
{
if (hit)
{
HitSound(applause);
DrummingPractice.instance.Streak();
} else
MissSound();
}
if (!hitting)
{
if (count % 2 == 0)
animator.DoScaledAnimationAsync("HitLeft", 0.6f);
else
animator.DoScaledAnimationAsync("HitRight", 0.6f);
count++;
if (player && !force)
{
if (hit)
HitSound(applause);
else
MissSound();
}
hitting = true;
}
}
private void HitSound(bool applause)
{
Jukebox.PlayOneShotGame("drummingPractice/hit");
if (applause) Jukebox.PlayOneShot("applause");
}
private void MissSound()
{
Jukebox.PlayOneShotGame("drummingPractice/miss");
}
public void EndHit()
{
hitting = false;
}
}
}