HeavenStudioPlus/Assets/Scripts/Games/CatchyTune/Fruit.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

172 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_CatchyTune
{
public class Fruit : MonoBehaviour
{
public bool isPineapple;
public double startBeat;
public Animator anim;
public bool side;
public double barelyStart = 0f;
public bool smile;
public float endSmile;
private string soundText;
private CatchyTune game;
private float beatLength = 4f;
private void Awake()
{
game = CatchyTune.instance;
var cond = Conductor.instance;
var tempo = cond.songBpm;
var playbackSpeed = cond.musicSource.pitch;
if (isPineapple) beatLength = 8f;
if (side)
{
transform.localScale = new Vector3(-1f, 1f, 1f);
}
anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
soundText = "catchyTune/";
if (side)
{
soundText += "right";
}
else
{
soundText += "left";
}
if (isPineapple)
{
soundText += "Pineapple";
}
else
{
soundText += "Orange";
}
game.ScheduleInput(startBeat, beatLength, side ? CatchyTune.InputAction_Right : CatchyTune.InputAction_Left,
CatchFruit, Miss, WayOff);
}
private void Update()
{
if (barelyStart > 0f)
{
anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f, clamp: true);
}
else
{
anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 4f : 2f), clamp: true);
}
}
public static void PlaySound(double startBeat, bool side, bool isPineapple)
{
string soundText = "catchyTune/";
if (side)
{
soundText += "right";
}
else
{
soundText += "left";
}
if (isPineapple)
{
soundText += "Pineapple";
}
else
{
soundText += "Orange";
}
MultiSound.Sound[] sound;
if (isPineapple)
{
sound = new MultiSound.Sound[]
{
new MultiSound.Sound(soundText, startBeat + 2f),
new MultiSound.Sound(soundText, startBeat + 4f),
new MultiSound.Sound(soundText, startBeat + 6f)
};
}
else
{
sound = new MultiSound.Sound[]
{
new MultiSound.Sound(soundText, startBeat + 1f),
new MultiSound.Sound(soundText, startBeat + 2f),
new MultiSound.Sound(soundText, startBeat + 3f)
};
}
MultiSound.Play(sound, forcePlay: true);
}
private void CatchFruit(PlayerActionEvent caller, float state)
{
if (state <= -1f || state >= 1f)
{
//near miss (barely)
barelyStart = Conductor.instance.songPositionInBeatsAsDouble;
game.catchBarely(side);
// play near miss animation
anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(barelyStart + (isPineapple ? 2f : 1f), delegate { Destroy(this.gameObject); }),
});
}
else
{
SoundByte.PlayOneShotGame(soundText + "Catch");
game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
Destroy(this.gameObject);
}
}
private void Miss(PlayerActionEvent caller)
{
game.catchMiss(side, isPineapple);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + beatLength + (isPineapple ? 3f : 1.5f), delegate { Destroy(this.gameObject); }),
});
}
private void WayOff(PlayerActionEvent caller) { } // whiffing is handled in the main loop
}
}