mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 14:15:07 +00:00
3002e48350
* 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
155 lines
5.1 KiB
C#
155 lines
5.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using System;
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namespace HeavenStudio.Games.Scripts_CropStomp
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{
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public class Farmer : MonoBehaviour
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{
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public double nextStompBeat;
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private CropStomp game;
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PlayerActionEvent stomp;
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[SerializeField] private Transform collectedHolder;
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[SerializeField] private GameObject plantLeftRef;
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[SerializeField] private GameObject plantRightRef;
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[SerializeField] private GameObject plantLastRef;
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[SerializeField] private Sprite[] veggieSprites;
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[SerializeField] private GameObject startPlant;
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private List<GameObject> spawnedPlants = new List<GameObject>();
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private int lastVeggieType;
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[SerializeField] private float plantDistance = 0.5f;
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[SerializeField] private float plantStartDistance = 0.1f;
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[NonSerialized] public int plantThreshold = 8;
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[NonSerialized] public int plantLimit = 80;
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public static int collectedPlants = 0;
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private void OnDestroy()
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{
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if (!Conductor.instance.isPlaying)
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{
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collectedPlants = 0;
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UpdatePlants();
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}
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}
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public void Init()
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{
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game = CropStomp.instance;
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if (!Conductor.instance.isPlaying)
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{
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collectedPlants = 0;
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}
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UpdatePlants();
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}
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private void Update()
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{
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if (!game.isMarching)
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return;
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Conductor cond = Conductor.instance;
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if (stomp == null && cond.isPlaying)
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{
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if (GameManager.instance.currentGame == "cropStomp")
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{
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, CropStomp.InputAction_BasicPress, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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if (PlayerInput.GetIsAction(CropStomp.InputAction_BasicPress) && !game.IsExpectingInputNow(CropStomp.InputAction_BasicPress))
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{
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game.bodyAnim.Play("Crouch", 0, 0);
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}
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}
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public void CollectPlant(int veggieType)
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{
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if (collectedPlants > plantLimit) return;
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if (collectedPlants <= plantLimit - plantThreshold) lastVeggieType = veggieType;
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collectedPlants++;
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UpdatePlants();
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}
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public void UpdatePlants()
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{
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startPlant.SetActive(collectedPlants >= plantThreshold);
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if (spawnedPlants.Count > 0)
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{
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foreach (var plant in spawnedPlants)
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{
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Destroy(plant);
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}
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spawnedPlants.Clear();
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}
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for (int i = 0; i <= collectedPlants - (plantThreshold * 2) && i <= plantLimit - (plantThreshold * 2); i += plantThreshold)
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{
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bool isLast = i == plantLimit - (plantThreshold * 2);
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int realIndex = i / plantThreshold;
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GameObject spawnedPlant;
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if (isLast)
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{
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spawnedPlant = Instantiate(plantLastRef, collectedHolder);
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spawnedPlant.GetComponent<SpriteRenderer>().sprite = veggieSprites[lastVeggieType];
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}
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else spawnedPlant = Instantiate((realIndex % 2 == 0) ? plantRightRef : plantLeftRef, collectedHolder);
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spawnedPlant.transform.localPosition = new Vector3(0, (realIndex * plantDistance) + plantStartDistance, 0);
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spawnedPlant.GetComponent<SpriteRenderer>().sortingOrder = -realIndex - 2;
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spawnedPlant.SetActive(true);
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spawnedPlants.Add(spawnedPlant);
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}
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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// REMARK: does not count for performance
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Stomp(state >= 1f || state <= -1f);
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}
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private void Miss(PlayerActionEvent caller)
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{
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if (GameManager.instance.currentGame != "cropStomp") return;
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if (!game.isMarching)
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return;
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// REMARK: does not count for performance
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, CropStomp.InputAction_BasicPress, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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private void Out(PlayerActionEvent caller) {}
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void Stomp(bool ng)
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{
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if (GameManager.instance.currentGame != "cropStomp") return;
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if (!game.isMarching)
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return;
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if (ng)
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{
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game.bodyAnim.Play("Crouch", 0, 0);
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}
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else
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{
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game.Stomp();
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game.bodyAnim.Play("Stomp", 0, 0);
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}
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, CropStomp.InputAction_BasicPress, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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}
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