mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
6b58b427c8
* prefab * Spawn Rod * Shoot Rod * Square * Shoot Rod EX * Custom Bounce * Fix spawn * fix animation * Change Block * Change Block Animation * Destroy Square * Fix block's transition * Shoot Rod (mute) * High Curve * animation tweaks, revert to old spritesheet * more accurate placement * more animations * finished anims * all animations done * shake more * Minor correction * fixed square rotations * upscale * icon * Add miss curve and Toggle Blocks --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
137 lines
No EOL
4.7 KiB
C#
137 lines
No EOL
4.7 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using NaughtyBezierCurves;
|
|
|
|
namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
|
|
{
|
|
using HeavenStudio.Util;
|
|
public class Block : MonoBehaviour
|
|
{
|
|
public int position;
|
|
private Animator blockAnim;
|
|
|
|
[System.NonSerialized] public bool isOpen = false;
|
|
[System.NonSerialized] public bool isPrepare = false;
|
|
private double closeBeat = double.MinValue, shootBeat = double.MinValue;
|
|
|
|
private Vector3 _thisPosition;
|
|
private Vector3 _otherPosition;
|
|
[SerializeField] private float _slideOffset;
|
|
|
|
private Coroutine _currentMove;
|
|
|
|
private BuiltToScaleRvl game;
|
|
|
|
private void Awake()
|
|
{
|
|
_thisPosition = transform.localPosition;
|
|
_otherPosition = _thisPosition + new Vector3(0, _slideOffset);
|
|
game = BuiltToScaleRvl.instance;
|
|
blockAnim = GetComponent<Animator>();
|
|
if (!BuiltToScaleRvl.IsPositionInRange(position)) position = 0;
|
|
}
|
|
|
|
public void Move(double beat, double length, bool inToScene, int ease)
|
|
{
|
|
if (_currentMove != null) StopCoroutine(_currentMove);
|
|
_currentMove = StartCoroutine(MoveCo(beat, length, inToScene, ease));
|
|
}
|
|
|
|
private IEnumerator MoveCo(double beat, double length, bool inToScene, int ease)
|
|
{
|
|
if (length <= 0)
|
|
{
|
|
transform.localPosition = inToScene ? _thisPosition : _otherPosition;
|
|
yield break;
|
|
}
|
|
float normalized = Conductor.instance.GetPositionFromBeat(beat, length, false);
|
|
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)ease);
|
|
while (normalized <= 1f)
|
|
{
|
|
normalized = Conductor.instance.GetPositionFromBeat(beat, length);
|
|
float newPosY = func(inToScene ? _otherPosition.y : _thisPosition.y, inToScene ? _thisPosition.y : _otherPosition.y, normalized);
|
|
transform.localPosition = new Vector3(_thisPosition.x, newPosY, _thisPosition.z);
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
public void Bounce(double beat)
|
|
{
|
|
SoundByte.PlayOneShotGame(position switch {
|
|
0 => "builtToScaleRvl/left",
|
|
1 => "builtToScaleRvl/middleLeft",
|
|
2 => "builtToScaleRvl/middleRight",
|
|
3 => "builtToScaleRvl/right",
|
|
_ => throw new System.NotImplementedException()
|
|
});
|
|
blockAnim.Play("bounce", 0, 0);
|
|
if (closeBeat < beat) closeBeat = beat;
|
|
}
|
|
public void BounceNearlyMiss()
|
|
{
|
|
blockAnim.Play("open", 0, 0);
|
|
}
|
|
public void BounceMiss()
|
|
{
|
|
if (isOpen) {
|
|
blockAnim.Play("miss_open", 0, 0);
|
|
} else {
|
|
blockAnim.Play("miss", 0, 0);
|
|
}
|
|
}
|
|
|
|
public void Prepare(double beat)
|
|
{
|
|
SoundByte.PlayOneShotGame("builtToScaleRvl/playerRetract");
|
|
if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
|
|
blockAnim.Play("prepare B", 0, 0);
|
|
} else {
|
|
blockAnim.Play("prepare AB", 0, 0);
|
|
}
|
|
isOpen = false;
|
|
isPrepare = true;
|
|
shootBeat = beat;
|
|
}
|
|
public void Shoot()
|
|
{
|
|
SoundByte.PlayOneShotGame("builtToScaleRvl/shoot");
|
|
blockAnim.Play("shoot", 0, 0);
|
|
isPrepare = false;
|
|
}
|
|
public void ShootNearlyMiss()
|
|
{
|
|
if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
|
|
blockAnim.Play("shoot miss B", 0, 0);
|
|
} else {
|
|
blockAnim.Play("shoot miss AB", 0, 0);
|
|
}
|
|
isPrepare = false;
|
|
}
|
|
public void ShootMiss()
|
|
{
|
|
if (!isPrepare) return;
|
|
if (PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Pad) {
|
|
blockAnim.Play("shoot miss B", 0, 0);
|
|
} else {
|
|
blockAnim.Play("shoot miss AB", 0, 0);
|
|
}
|
|
isPrepare = false;
|
|
}
|
|
|
|
public void Open()
|
|
{
|
|
if (isPrepare) return;
|
|
blockAnim.Play("open", 0, 0);
|
|
isOpen = true;
|
|
}
|
|
public void Idle(double beat = double.MinValue)
|
|
{
|
|
if (closeBeat > beat || shootBeat >= beat) return;
|
|
blockAnim.Play("idle", 0, 0);
|
|
isOpen = false;
|
|
}
|
|
}
|
|
} |