mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
98835c3936
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
162 lines
No EOL
5.4 KiB
C#
162 lines
No EOL
5.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using HeavenStudio.Util;
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using Starpelly;
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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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public class Tweezers : MonoBehaviour
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{
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public int hitOnFrame;
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[NonSerialized] public Animator anim;
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private Animator vegetableAnim;
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private RhythmTweezers game;
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private bool pluckingThisFrame;
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private bool holdingHair;
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public SpriteRenderer heldHairSprite;
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public Transform tweezerSpriteTrans;
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private double passTurnBeat = -1;
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private double passTurnEndBeat = -1;
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[NonSerialized] public int hairsLeft;
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private int eyeSize = 0;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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vegetableAnim = RhythmTweezers.instance.VegetableAnimator;
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game = RhythmTweezers.instance;
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}
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public void Init(double beat, double endBeat)
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{
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passTurnBeat = beat;
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passTurnEndBeat = endBeat;
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Update();
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}
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private void Update()
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{
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if (passTurnBeat != -1)
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{
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// Set tweezer angle.
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float tweezerTime = Conductor.instance.GetPositionFromBeat(passTurnBeat, Math.Max(passTurnEndBeat - 1f - passTurnBeat, 1));
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var unclampedAngle = -58f + (116 * tweezerTime);
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var tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
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transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
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// Set tweezer to follow vegetable.
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var currentTweezerPos = transform.localPosition;
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var vegetablePos = game.Vegetable.transform.localPosition;
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var vegetableHolderPos = game.VegetableHolder.transform.localPosition;
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transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
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if (tweezerAngle == 180)
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{
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Destroy(gameObject);
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}
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}
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if (PlayerInput.GetIsAction(RhythmTweezers.InputAction_Press) && !game.IsExpectingInputNow(RhythmTweezers.InputAction_Press))
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{
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DropHeldHair();
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anim.Play("Tweezers_Pluck", 0, 0);
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}
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}
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private void LateUpdate()
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{
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}
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public void Pluck(bool ace, Hair hair)
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{
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DropHeldHair();
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if (hair == null) return;
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if (ace)
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{
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SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
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hair.hairSprite.SetActive(false);
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hair.stubbleSprite.SetActive(true);
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hairsLeft--;
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eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
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if (hairsLeft <= 0)
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vegetableAnim.Play("HopFinal", 0, 0);
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else
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vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
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anim.Play("Tweezers_Pluck_Success", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
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SoundByte.PlayOneShot("miss");
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hair.hairSprite.SetActive(false);
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hair.missedSprite.SetActive(true);
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vegetableAnim.Play("Blink", 0, 0);
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anim.Play("Tweezers_Pluck_Fail", 0, 0);
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}
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// pluckingThisFrame = true; // Prevents standard pluck from playing in LateUpdate().
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holdingHair = true;
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}
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public void LongPluck(bool ace, LongHair hair)
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{
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DropHeldHair();
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if (hair == null) return;
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if (ace)
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{
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SoundByte.PlayOneShotGame("rhythmTweezers/longPullEnd");
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hair.hairSprite.SetActive(false);
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hair.stubbleSprite.SetActive(true);
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// Making transparent instead of disabling because animators are silly.
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hair.loop.GetComponent<SpriteRenderer>().color = Color.clear;
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hairsLeft--;
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eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
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if (hairsLeft <= 0)
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vegetableAnim.Play("HopFinal", 0, 0);
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else
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vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
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anim.Play("Tweezers_Pluck_Success", 0, 0);
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}
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// pluckingThisFrame = true;
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holdingHair = true;
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}
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public void DropHeldHair()
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{
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if (!holdingHair) return;
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var droppedHair = GameObject.Instantiate(game.pluckedHairBase, game.DroppedHairsHolder.transform).GetComponent<SpriteRenderer>();
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droppedHair.gameObject.SetActive(true);
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droppedHair.transform.position = heldHairSprite.transform.position;
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droppedHair.transform.rotation = heldHairSprite.transform.rotation;
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droppedHair.sprite = heldHairSprite.sprite;
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// Make the hair spin.
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// (The prefab has a Rigidbody2D component already so that it falls)
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droppedHair.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
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droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
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holdingHair = false;
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}
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}
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} |