Example #1
0
    public void MusicStarted(GameEnums.MusicColor musicColor)
    {
        Color cyan    = new Vector4(0f, 2f, 1.5f, 1.0f);
        Color magenta = new Vector4(2f, 0f, 1.6f, 1f);
        Color yellow  = new Vector4(2f, 1.5f, 0f, 1.0f);

        laserRight.EnableLasers(true);
        laserLeft.EnableLasers(true);

        switch (musicColor)
        {
        case GameEnums.MusicColor.Magenta:
            laserMaterial.SetColor("_EmissionColor", magenta);
            break;

        case GameEnums.MusicColor.Cyan:
            laserMaterial.SetColor("_EmissionColor", cyan);
            break;

        case GameEnums.MusicColor.Yellow:
            laserMaterial.SetColor("_EmissionColor", yellow);
            break;

        default:
            break;
        }
    }
Example #2
0
 public void MusicStarted(GameEnums.MusicColor musicColor)
 {
     if (LaserManager.laserManagerRef)
     {
         LaserManager.laserManagerRef.MusicStarted(musicColor);
     }
 }
Example #3
0
    public void PlayRecord(GameEnums.TurnTable turntable, GameEnums.MusicColor recordType)
    {
        Sound musicSample = GetMusicSample(recordType);

        if (musicSample == null)
        {
            return;
        }

        PlaySample(turntable, musicSample);
    }
Example #4
0
 public void TooSoonChange(GameEnums.MusicColor musicColor)
 {
     foreach (GameObject dancer in dancers)
     {
         DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>();
         if (dancerMoodComp.enabled)
         {
             dancerMoodComp.TooSoonChange(musicColor);
         }
     }
 }
Example #5
0
 public void PerfectChange(GameEnums.MusicColor musicColor)
 {
     // Add screen shake here
     foreach (GameObject dancer in dancers)
     {
         DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>();
         if (dancerMoodComp.enabled)
         {
             dancerMoodComp.MusicChanged(musicColor);
         }
     }
 }
Example #6
0
    public void TooSoonChange(GameEnums.MusicColor currentColor)
    {
        // The too soon doesn't make us lose the OnFire state.
        bool affectedByMusic = dancerState.stateName == GameEnums.DancerStateNames.MoodActive ||
                               dancerState.stateName == GameEnums.DancerStateNames.Dancing;

        affectedByMusic = affectedByMusic && currentMood != GameEnums.MoodStates.OnFire;
        if (affectedByMusic)
        {
            if (dancerColor == currentColor)
            {
                int reaction = reactions[(int)dancerColor, (int)currentColor];
                if (reaction < 0)
                {
                    int numericMood = (int)currentMood + reaction;
                    SetMoodFromInt(numericMood);
                }
            }
        }
    }
Example #7
0
    public void MusicChanged(GameEnums.MusicColor receivedColor)
    {
        bool affectedByMusic = dancerState.stateName == GameEnums.DancerStateNames.MoodActive ||
                               dancerState.stateName == GameEnums.DancerStateNames.Dancing;

        affectedByMusic = affectedByMusic && currentMood != GameEnums.MoodStates.OnFire;
        if (affectedByMusic)
        {
            int reaction = reactions[(int)dancerColor, (int)receivedColor];
            if (reaction != 0)
            {
                int numericMood = (int)currentMood + reaction;
                if (numericMood >= (int)GameEnums.MoodStates.OnFire)
                {
                    Debug.Log("IncreaseDancersOnFire");
                    manager.IncreaseDancersOnFire(1);
                }
                SetMoodFromInt(numericMood);
            }
        }
    }
Example #8
0
    private Sound GetMusicSample(GameEnums.MusicColor recordType)
    {
        Sound musicSample = null;

        Sound[] musicSampleList  = null;
        ref int musicSampleIndex = ref musicSamplesAIndex;