HeavenStudioPlus/Assets/Scripts/Games/ClappyTrio/ClappyTrioPlayer.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

89 lines
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2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_ClappyTrio
{
public class ClappyTrioPlayer : MonoBehaviour
{
ClappyTrio game;
private double lastClapBeat;
private float lastClapLength;
public bool clapStarted = false;
public bool canHit;
private GameObject clapEffect;
private void Awake()
{
game = ClappyTrio.instance;
clapEffect = transform.GetChild(4).GetChild(3).gameObject;
}
private void Update()
{
if (PlayerInput.GetIsAction(ClappyTrio.InputAction_BasicPress) && !game.IsExpectingInputNow(ClappyTrio.InputAction_BasicPress.inputLockCategory))
{
Clap(false);
game.ScoreMiss();
}
}
public void QueueClap(double startBeat, float length)
{
lastClapBeat = startBeat;
lastClapLength = length;
game.ScheduleInput(startBeat, length, ClappyTrio.InputAction_BasicPress, Just, Miss, Out);
}
private void Just(PlayerActionEvent caller, float state)
{
if (!canHit) {
Clap(false);
return;
}
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
Clap(false);
return;
}
Clap(true);
}
private void Miss(PlayerActionEvent caller) {
game.misses++;
game.emoCounter = 2;
if (clapStarted)
this.canHit = false;
}
private void Out(PlayerActionEvent caller) {}
private void Clap(bool just)
{
game.emoCounter = 2;
if (just)
{
clapEffect.SetActive(true);
SoundByte.PlayOneShotGame("clappyTrio/rightClap");
}
else
{
clapEffect.SetActive(false);
SoundByte.PlayOneShot("miss");
game.misses++;
if (clapStarted)
this.canHit = false;
}
clapStarted = false;
game.SetFace(game.Lion.Count - 1, 4);
this.GetComponent<Animator>().Play("Clap", 0, 0);
}
}
}