mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-12 20:55:08 +00:00
8fa4d74096
* 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
73 lines
2.2 KiB
C#
73 lines
2.2 KiB
C#
using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_MeatGrinder
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{
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public class MeatToss : MonoBehaviour
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{
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public double startBeat;
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public double cueLength;
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public bool cueBased;
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public string meatType;
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[Header("Animators")]
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private Animator anim;
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private MeatGrinder game;
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private void Awake()
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{
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game = MeatGrinder.instance;
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anim = GetComponent<Animator>();
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}
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private void Start()
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{
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game.ScheduleInput(startBeat, cueLength, MeatGrinder.InputAction_Press, Hit, Miss, Nothing);
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BeatAction.New(this, new List<BeatAction.Action>() {
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new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate {
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anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f);
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}),
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});
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}
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private void Update()
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{
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if (anim.IsPlayingAnimationName("DarkIdle") || anim.IsPlayingAnimationName("LightIdle")) GameObject.Destroy(gameObject);
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}
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private void InputActions(bool annoyBoss, string whichSfx, string whichAnim)
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{
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game.bossAnnoyed = annoyBoss;
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SoundByte.PlayOneShotGame("meatGrinder/"+whichSfx);
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game.TackAnim.DoScaledAnimationAsync(whichAnim, 0.5f);
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}
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private void Hit(PlayerActionEvent caller, float state)
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{
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game.TackAnim.SetBool("tackMeated", false);
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anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f);
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if (state >= 1f || state <= -1f) {
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InputActions(true, "tink", "TackHitBarely");
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} else {
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InputActions(false, "meatHit", "TackHitSuccess");
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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GameObject.Destroy(gameObject);
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InputActions(true, "miss", "TackMiss"+meatType);
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game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f);
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game.TackAnim.SetBool("tackMeated", true);
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}
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private void Nothing(PlayerActionEvent caller) { }
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}
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}
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