HeavenStudioPlus/Assets/Scripts/Games/WizardsWaltz/Plant.cs
minenice55 8fa4d74096 Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

98 lines
No EOL
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace HeavenStudio.Games.Scripts_WizardsWaltz
{
public class Plant : MonoBehaviour
{
public Animator animator;
public SpriteRenderer spriteRenderer;
public double createBeat;
private WizardsWaltz game;
private bool passed = false;
public int order = 0;
public void Init(bool spawnedInactive)
{
game = WizardsWaltz.instance;
spriteRenderer.sortingOrder = order;
animator.Play("Appear", 0, spawnedInactive ? 1 : 0);
}
public void StartInput(double beat, float length)
{
game.ScheduleInput(beat, length, WizardsWaltz.InputAction_Press, Just, Miss, Out);
}
private void Update()
{
if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
{
StartCoroutine(FadeOut());
passed = true;
}
}
public void Bloom()
{
animator.Play("Hit", 0, 0);
}
public void IdlePlant()
{
animator.Play("IdlePlant", 0, 0);
}
public void IdleFlower()
{
animator.Play("IdleFlower", 0, 0);
}
public void Eat()
{
animator.Play("Eat", 0, 0);
}
public void EatLoop()
{
animator.Play("EatLoop", 0, 0);
}
public void Ace()
{
game.wizard.Magic(this, true);
}
public void NearMiss()
{
game.wizard.Magic(this, false);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
Ace();
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
public IEnumerator FadeOut()
{
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
Destroy(gameObject);
game.currentPlants.Remove(this);
}
}
}