HeavenStudioPlus/Assets/Scripts/Games/ForkLifter/ForkLifterPlayer.cs

156 lines
4.6 KiB
C#
Raw Normal View History

2021-12-21 01:10:49 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
2022-03-14 14:21:05 +00:00
using HeavenStudio.Util;
2021-12-21 01:10:49 +00:00
2022-03-14 14:21:05 +00:00
namespace HeavenStudio.Games.Scripts_ForkLifter
2021-12-21 01:10:49 +00:00
{
public class ForkLifterPlayer : MonoBehaviour
{
2021-12-23 00:08:35 +00:00
public static ForkLifterPlayer instance { get; set; }
2021-12-21 01:10:49 +00:00
[Header("Objects")]
public Sprite hitFX;
public Sprite hitFXG;
public Sprite hitFXMiss;
public Sprite hitFX2;
public Transform early, perfect, late;
private Animator anim;
private int currentHitInList = 0;
Update from release 1 branch (#472) * 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 * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
public bool shouldBop;
public int currentEarlyPeasOnFork;
public int currentPerfectPeasOnFork;
public int currentLatePeasOnFork;
Update from release 1 branch (#472) * 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 * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
private double lastReportedBeat;
2021-12-21 01:10:49 +00:00
private bool isEating = false;
// Burger shit
public bool topbun, middleburger, bottombun;
2021-12-21 01:10:49 +00:00
// -----------
private void Awake()
{
instance = this;
anim = GetComponent<Animator>();
}
private void LateUpdate()
2021-12-21 01:10:49 +00:00
{
if (PlayerInput.Pressed() && !ForkLifter.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
2021-12-21 01:10:49 +00:00
{
Stab(null);
2021-12-21 01:10:49 +00:00
}
if (ForkLifter.instance.EligibleHits.Count == 0)
2021-12-21 01:10:49 +00:00
{
currentHitInList = 0;
}
Update from release 1 branch (#472) * 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 * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && shouldBop)
{
anim.DoScaledAnimationAsync("Player_Bop", 0.5f);
}
2021-12-21 01:10:49 +00:00
}
public void Eat()
{
if (currentEarlyPeasOnFork != 0 || currentPerfectPeasOnFork != 0 || currentLatePeasOnFork != 0)
{
anim.Play("Player_Eat", 0, 0);
isEating = true;
}
}
Update from release 1 branch (#472) * 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 * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 22:47:52 +00:00
// used in an animation event
2021-12-21 01:10:49 +00:00
public void EatConfirm()
{
if (topbun && middleburger && bottombun)
{
SoundByte.PlayOneShotGame("forkLifter/burger");
2021-12-21 01:10:49 +00:00
}
else
{
if (currentEarlyPeasOnFork > 0 || currentLatePeasOnFork > 0)
{
SoundByte.PlayOneShotGame($"forkLifter/cough_{Random.Range(1, 3)}");
2021-12-21 01:10:49 +00:00
}
else
{
SoundByte.PlayOneShotGame("forkLifter/gulp");
2021-12-21 01:10:49 +00:00
}
}
2021-12-24 03:36:16 +00:00
RemoveObjFromFork();
}
public void RemoveObjFromFork()
{
2021-12-21 01:10:49 +00:00
for (int i = 0; i < early.transform.childCount; i++)
{
Destroy(early.transform.GetChild(i).gameObject);
}
for (int i = 0; i < perfect.transform.childCount; i++)
{
Destroy(perfect.transform.GetChild(i).gameObject);
}
for (int i = 0; i < late.transform.childCount; i++)
{
Destroy(late.transform.GetChild(i).gameObject);
}
currentEarlyPeasOnFork = 0;
currentPerfectPeasOnFork = 0;
currentLatePeasOnFork = 0;
isEating = false;
topbun = false; middleburger = false; bottombun = false;
}
public void Stab(Pea p)
2021-12-21 01:10:49 +00:00
{
if (isEating) return;
2021-12-21 01:10:49 +00:00
if (p == null)
{
SoundByte.PlayOneShotGame("forkLifter/stabnohit");
}
2022-01-17 19:23:18 +00:00
2021-12-21 01:10:49 +00:00
anim.Play("Player_Stab", 0, 0);
}
public void FastEffectHit(int type)
2021-12-21 01:10:49 +00:00
{
GameObject hitFX2o = new GameObject();
hitFX2o.transform.localPosition = new Vector3(0.11f, -2.15f);
hitFX2o.transform.localScale = new Vector3(5.401058f, 1.742697f);
hitFX2o.transform.localRotation = Quaternion.Euler(0, 0, -38.402f);
SpriteRenderer hfx2s = hitFX2o.AddComponent<SpriteRenderer>();
if (type == 2)
hfx2s.sprite = hitFXG;
else
hfx2s.sprite = hitFX2;
hfx2s.sortingOrder = -5;
hfx2s.DOColor(new Color(1, 1, 1, 0), 0.07f).OnComplete(delegate { Destroy(hitFX2o); });
}
public void HitFXMiss(Vector2 pos, Vector2 size)
2021-12-21 01:10:49 +00:00
{
GameObject hitFXo = new GameObject();
hitFXo.transform.localPosition = new Vector3(pos.x, pos.y);
hitFXo.transform.localScale = new Vector3(size.x, size.y);
SpriteRenderer hfxs = hitFXo.AddComponent<SpriteRenderer>();
hfxs.sprite = hitFXMiss;
hfxs.sortingOrder = 100;
hfxs.DOColor(new Color(1, 1, 1, 0), 0.05f).OnComplete(delegate { Destroy(hitFXo); });
}
}
}