mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
70 lines
No EOL
1.7 KiB
C#
70 lines
No EOL
1.7 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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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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public class Hair : MonoBehaviour
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{
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public float createBeat;
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public GameObject hairSprite;
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public GameObject stubbleSprite;
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public GameObject missedSprite;
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private RhythmTweezers game;
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private Tweezers tweezers;
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private bool plucked;
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PlayerActionEvent pluckEvent;
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private void Awake()
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{
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game = RhythmTweezers.instance;
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tweezers = game.Tweezers;
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}
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private void Start() {
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pluckEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
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}
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private void Update()
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{
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}
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public void Ace()
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{
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tweezers.Pluck(true, this);
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tweezers.hitOnFrame++;
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plucked = true;
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}
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public void NearMiss()
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{
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tweezers.Pluck(false, this);
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tweezers.hitOnFrame++;
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plucked = true;
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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Ace();
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}
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private void Miss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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void OnDestroy()
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{
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if (pluckEvent != null)
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pluckEvent.Disable();
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}
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}
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} |