HeavenStudioPlus/Assets/Scripts/Games/Fireworks/FireworksBomb.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

67 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Fireworks
{
public class FireworksBomb : MonoBehaviour
{
public BezierCurve3D curve;
public bool applause;
private bool exploded;
private Fireworks game;
private double startBeat;
private Animator anim;
void Awake()
{
game = Fireworks.instance;
anim = GetComponent<Animator>();
}
public void Init(double beat)
{
game.ScheduleInput(beat, 1f, Fireworks.InputAction_BasicPress, Just, Out, Out);
startBeat = beat;
}
void Update()
{
var cond = Conductor.instance;
if (exploded) return;
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
transform.position = curve.GetPoint(flyPos);
if (flyPos > 2) Destroy(gameObject);
}
void Just(PlayerActionEvent caller, float state)
{
anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
exploded = true;
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
});
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("fireworks/miss");
return;
}
Success(caller);
}
void Success(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("fireworks/taikoExplode");
game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
}
void Out(PlayerActionEvent caller) { }
}
}