mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 10:05:14 +00:00
8fa4d74096
* 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
124 lines
4.3 KiB
C#
124 lines
4.3 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
using System;
|
|
|
|
namespace HeavenStudio.Games.Scripts_TossBoys
|
|
{
|
|
public class TossBoysBall : SuperCurveObject
|
|
{
|
|
public enum State
|
|
{
|
|
None,
|
|
RedDispense,
|
|
BlueDispense,
|
|
YellowDispense,
|
|
RedBlue,
|
|
RedYellow,
|
|
BlueRed,
|
|
BlueYellow,
|
|
YellowRed,
|
|
YellowBlue,
|
|
RedBlueDual,
|
|
RedYellowDual,
|
|
BlueRedDual,
|
|
BlueYellowDual,
|
|
YellowRedDual,
|
|
YellowBlueDual,
|
|
RedBlueHigh,
|
|
RedYellowHigh,
|
|
BlueRedHigh,
|
|
BlueYellowHigh,
|
|
YellowRedHigh,
|
|
YellowBlueHigh,
|
|
RedBlur,
|
|
RedKeep,
|
|
BlueBlur,
|
|
BlueKeep,
|
|
YellowBlur,
|
|
YellowKeep
|
|
}
|
|
|
|
public State BallState { get { return currentState; } }
|
|
|
|
public bool willBePopped;
|
|
|
|
private State currentState;
|
|
|
|
private double startBeat;
|
|
|
|
private Path currentPath;
|
|
|
|
private TossBoys game;
|
|
|
|
[NonSerialized] public Animator anim;
|
|
|
|
private void Awake()
|
|
{
|
|
game = TossBoys.instance;
|
|
anim = GetComponent<Animator>();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
|
{
|
|
switch (currentState)
|
|
{
|
|
case State.None:
|
|
//Do Jackshit
|
|
break;
|
|
default:
|
|
transform.position = GetPathPositionFromBeat(currentPath, Math.Max(startBeat, Conductor.instance.songPositionInBeatsAsDouble), startBeat);
|
|
float rot = GetPathValue("rot");
|
|
transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f / Conductor.instance.pitchedSecPerBeat)));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetState(State state, double beat, float length = 0)
|
|
{
|
|
UpdateLastRealPos();
|
|
startBeat = beat;
|
|
currentState = state;
|
|
currentPath = currentState switch
|
|
{
|
|
State.None => new Path(),
|
|
State.RedDispense => game.GetPath("RedDispense"),
|
|
State.BlueDispense => game.GetPath("BlueDispense"),
|
|
State.YellowDispense => game.GetPath("YellowDispense"),
|
|
State.RedBlue => game.GetPath("RedBlue"),
|
|
State.RedYellow => game.GetPath("RedYellow"),
|
|
State.BlueRed => game.GetPath("BlueRed"),
|
|
State.BlueYellow => game.GetPath("BlueYellow"),
|
|
State.YellowRed => game.GetPath("YellowRed"),
|
|
State.YellowBlue => game.GetPath("YellowBlue"),
|
|
State.RedBlueDual => game.GetPath("RedBlueDual"),
|
|
State.RedYellowDual => game.GetPath("RedYellowDual"),
|
|
State.BlueRedDual => game.GetPath("BlueRedDual"),
|
|
State.BlueYellowDual => game.GetPath("BlueYellowDual"),
|
|
State.YellowRedDual => game.GetPath("YellowRedDual"),
|
|
State.YellowBlueDual => game.GetPath("YellowBlueDual"),
|
|
State.RedBlueHigh => game.GetPath("RedBlueHigh"),
|
|
State.RedYellowHigh => game.GetPath("RedYellowHigh"),
|
|
State.BlueRedHigh => game.GetPath("BlueRedHigh"),
|
|
State.BlueYellowHigh => game.GetPath("BlueYellowHigh"),
|
|
State.YellowRedHigh => game.GetPath("YellowRedHigh"),
|
|
State.YellowBlueHigh => game.GetPath("YellowBlueHigh"),
|
|
State.RedBlur => game.GetPath("RedBlur"),
|
|
State.RedKeep => game.GetPath("RedKeep"),
|
|
State.BlueBlur => game.GetPath("BlueBlur"),
|
|
State.BlueKeep => game.GetPath("BlueKeep"),
|
|
State.YellowBlur => game.GetPath("YellowBlur"),
|
|
State.YellowKeep => game.GetPath("YellowKeep"),
|
|
_ => throw new System.NotImplementedException()
|
|
};
|
|
if (length != 0)
|
|
{
|
|
currentPath.positions[0].duration = length;
|
|
}
|
|
}
|
|
}
|
|
}
|