mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +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
98 lines
No EOL
2.3 KiB
C#
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);
|
|
}
|
|
}
|
|
} |