HeavenStudio/Assets/Scripts/Games/DrummingPractice/Drummer.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

120 lines
3 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;
private double canBopBeat = -2f;
// 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 (Conductor.instance.GetPositionFromBeat(canBopBeat, 2f) > 1f)
animator.Play("Bop", 0, 0);
}
public void Prepare(double beat, int type)
{
canBopBeat = beat;
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)
{
SoundByte.PlayOneShotGame("drummingPractice/hit");
if (applause) SoundByte.PlayOneShot("applause");
}
private void MissSound()
{
SoundByte.PlayOneShotGame("drummingPractice/miss");
}
public void EndHit()
{
hitting = false;
}
}
}