60d29f19c6
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
58 lines
1.9 KiB
C#
58 lines
1.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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public class NoPeekingSign : MonoBehaviour
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{
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private double peekBeat = -1;
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private bool peekRising;
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private bool shouldDelete;
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private Animator anim;
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private SpriteRenderer sr;
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[SerializeField] private Sprite noPeekFullSprite;
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[SerializeField] private Sprite noPeekHalfLeftSprite;
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[SerializeField] private Sprite noPeekHalfRightSprite;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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sr = GetComponent<SpriteRenderer>();
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}
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public void Init(double beat, float length, int type)
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{
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peekBeat = beat - 1;
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peekRising = true;
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length, delegate { peekBeat = beat + length; peekRising = false; shouldDelete = true; })
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});
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sr.sprite = type switch
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{
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(int)RhythmTweezers.NoPeekSignType.Full => noPeekFullSprite,
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(int)RhythmTweezers.NoPeekSignType.HalfLeft => noPeekHalfLeftSprite,
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(int)RhythmTweezers.NoPeekSignType.HalfRight => noPeekHalfRightSprite,
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_ => throw new System.NotImplementedException(),
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};
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}
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public void Update()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(peekBeat, 1);
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if (normalizedBeat >= 0f && normalizedBeat <= 1f)
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{
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anim.DoNormalizedAnimation(peekRising ? "NoPeekRise" : "NoPeekLower", normalizedBeat);
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}
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if (normalizedBeat > 1f && !peekRising && shouldDelete)
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{
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Destroy(gameObject);
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}
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}
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}
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}
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