HeavenStudioPlus/Assets/Scripts/Games/NailCarpenter/LongNail.cs
minenice55 45a4b6d6b4
Nail Carpenter Swing Support (#829)
* BurstLinq

make BGM resync when changing pitch (to test)

* autoswing

some game implementations, most games already work fine

* more game tweaks

* 16th note swing

more game fixes
make pitch change resync optional in the API

* suppress some common warnings

* Update Credits.txt

* nail carpenter swing support
2024-04-07 04:56:37 +00:00

84 lines
No EOL
3 KiB
C#

using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_NailCarpenter
{
public class LongNail : MonoBehaviour
{
public double targetBeat;
public float targetX;
public float metresPerSecond;
public Animator nailAnim;
private NailCarpenter game;
public void Init()
{
game = NailCarpenter.instance;
game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_AltPress, HammmerJust, HammmerMiss, null);
// wrongInput
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_RegPress, WeakHammmerJust, null, null);
}
targetBeat = Conductor.instance.GetUnSwungBeat(targetBeat);
Update();
}
private void HammmerJust(PlayerActionEvent caller, float state)
{
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f)
{
nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss");
return;
}
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
nailAnim.DoScaledAnimationAsync("longNailHammered", 0.25f);
game.Carpenter.DoScaledAnimationAsync("eyeSmile", 0.25f, animLayer: 1);
}
private void WeakHammmerJust(PlayerActionEvent caller, float state)
{
game.ScoreMiss();
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f)
{
nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss");
return;
}
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
nailAnim.DoScaledAnimationAsync("longNailWeakHammered", 0.25f);
}
private void HammmerMiss(PlayerActionEvent caller)
{
game.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
nailAnim.DoScaledAnimationAsync("longNailMiss", 0.5f);
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
double beat = cond.unswungSongPositionInBeatsAsDouble;
Vector3 pos = transform.position;
pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
transform.position = pos;
if (targetBeat != double.MinValue)
{
if (beat >= targetBeat + 9) Destroy(gameObject);
}
}
}
}
}