Implemented inactive functions for all game count ins

Also made some changes to how SwitchGame(), OnGameSwitch, and the jukebox work.
This commit is contained in:
Slaith
2022-03-07 20:46:49 -08:00
parent 2d328229c9
commit fca105259c
11 changed files with 169 additions and 67 deletions

View File

@ -1,11 +1,9 @@
using System.Collections;
using DG.Tweening;
using NaughtyBezierCurves;
using RhythmHeavenMania.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using System;
using NaughtyBezierCurves;
using DG.Tweening;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.CropStomp
{
@ -24,6 +22,7 @@ namespace RhythmHeavenMania.Games.CropStomp
private int currentMarchBeat;
private int stepCount;
private bool isStepping;
private static float inactiveStart = -1f;
public bool isMarching => marchStartBeat != -1f;
@ -118,6 +117,21 @@ namespace RhythmHeavenMania.Games.CropStomp
}
}
public override void OnGameSwitch(float beat)
{
if(inactiveStart != -1f)
{
StartMarching(inactiveStart);
float diff = beat - marchStartBeat;
newBeat = (Mathf.Ceil(diff) + marchStartBeat-1)*Conductor.instance.secPerBeat;
currentMarchBeat = Mathf.CeilToInt(diff);
stepCount = currentMarchBeat / 2;
farmer.nextStompBeat = newBeat/Conductor.instance.secPerBeat;
inactiveStart = -1f;
PlayAnims();
}
}
List<Beatmap.Entity> cuedMoleSounds = new List<Beatmap.Entity>();
private void Update()
{
@ -143,38 +157,17 @@ namespace RhythmHeavenMania.Games.CropStomp
if (!isMarching)
return;
Debug.Log(newBeat);
if (cond.ReportBeat(ref newBeat, marchOffset, true))
{
currentMarchBeat += 1;
// Step.
if (currentMarchBeat % 2 != 0)
PlayAnims();
if (currentMarchBeat % 2 != 0) //step sound
{
// Don't step if already stomped.
if (!isStepping)
{
stepCount += 1;
var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
legsAnim.Play(stepAnim, 0, 0);
isStepping = true;
}
Jukebox.PlayOneShotGame("cropStomp/hmm");
}
// Lift.
else
{
var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
legsAnim.Play(liftAnim, 0, 0);
var farmerPos = farmerTrans.localPosition;
farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
isStepping = false;
}
}
// Object scroll.
@ -214,6 +207,36 @@ namespace RhythmHeavenMania.Games.CropStomp
isFlicking = false;
}
private void PlayAnims()
{
// Step.
if (currentMarchBeat % 2 != 0)
{
// Don't step if already stomped.
if (!isStepping)
{
stepCount += 1;
var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
legsAnim.Play(stepAnim, 0, 0);
isStepping = true;
}
}
// Lift.
else
{
var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
legsAnim.Play(liftAnim, 0, 0);
var farmerPos = farmerTrans.localPosition;
farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
isStepping = false;
}
}
public void StartMarching(float beat)
{
marchStartBeat = beat;
@ -257,5 +280,24 @@ namespace RhythmHeavenMania.Games.CropStomp
newVeggie.gameObject.SetActive(true);
}
public static void MarchInactive(float beat)
{
if (GameManager.instance.currentGame == "cropStomp") //this function is only meant for making march sounds while the game is inactive
{
return;
}
inactiveStart = beat;
Beatmap.Entity gameSwitch = GameManager.instance.Beatmap.entities.Find(c => c.beat >= beat && c.datamodel == "gameManager/switchGame/cropStomp");
if (gameSwitch == null)
return;
int length = Mathf.CeilToInt((gameSwitch.beat - beat)/2);
MultiSound.Sound[] sounds = new MultiSound.Sound[length];
for(int i = 0; i < length; i++)
{
sounds[i] = new MultiSound.Sound("cropStomp/hmm", beat + i*2);
}
MultiSound.Play(sounds, forcePlay:true);
}
}
}