mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 05:23:06 +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
106 lines
No EOL
3 KiB
C#
106 lines
No EOL
3 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System;
|
|
|
|
namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
|
|
{
|
|
using HeavenStudio.Util;
|
|
public class Blocks : MonoBehaviour
|
|
{
|
|
public double createBeat;
|
|
public float createLength;
|
|
public Animator anim;
|
|
|
|
private bool moving = true;
|
|
private BuiltToScaleDS game;
|
|
double windupBeat;
|
|
double hitBeat;
|
|
double sinkBeat;
|
|
|
|
private void Awake()
|
|
{
|
|
game = BuiltToScaleDS.instance;
|
|
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
windupBeat = createBeat + (createLength * 4f);
|
|
hitBeat = windupBeat + createLength;
|
|
sinkBeat = hitBeat + (createLength * 2f);
|
|
|
|
game.ScheduleInput(windupBeat, createLength, BuiltToScaleDS.InputAction_FlickPress, Just, Miss, Out);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (!moving) return;
|
|
double currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
|
|
|
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
|
|
if ((PlayerInput.CurrentControlStyle != InputSystem.InputController.ControlStyles.Touch || !PlayerInput.PlayerHasControl())
|
|
&& currentBeat > windupBeat && currentBeat < hitBeat
|
|
&& !shooterState.IsName("Windup")
|
|
&& !game.lastShotOut)
|
|
{
|
|
game.shooterAnim.Play("Windup", 0, 0);
|
|
}
|
|
|
|
if (moving && currentBeat < sinkBeat)
|
|
game.SetBlockTime(this, createBeat, createLength);
|
|
}
|
|
|
|
private void Just(PlayerActionEvent caller, float state)
|
|
{
|
|
// near miss
|
|
if (state >= 1f || state <= -1f) {
|
|
NearMiss();
|
|
return;
|
|
}
|
|
// hit
|
|
Hit();
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
double sinkBeat = hitBeat + (createLength * 2f);
|
|
MultiSound.Play(
|
|
new MultiSound.Sound[] {
|
|
new MultiSound.Sound("builtToScaleDS/Sink", sinkBeat),
|
|
}, forcePlay: true
|
|
);
|
|
|
|
BeatAction.New(this, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(sinkBeat, delegate { moving = false; }),
|
|
});
|
|
}
|
|
|
|
private void Out(PlayerActionEvent caller) {}
|
|
|
|
void Hit()
|
|
{
|
|
moving = false;
|
|
game.shootingThisFrame = true;
|
|
|
|
game.Shoot();
|
|
game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
|
|
Destroy(gameObject);
|
|
|
|
SoundByte.PlayOneShotGame("builtToScaleDS/Hit");
|
|
}
|
|
|
|
void NearMiss()
|
|
{
|
|
moving = false;
|
|
game.shootingThisFrame = true;
|
|
|
|
game.Shoot();
|
|
game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
|
|
Destroy(gameObject);
|
|
|
|
SoundByte.PlayOneShotGame("builtToScaleDS/Crumble");
|
|
}
|
|
}
|
|
} |