mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +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
148 lines
4.1 KiB
C#
148 lines
4.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using DG.Tweening;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_Spaceball
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{
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public class SpaceballBall : MonoBehaviour
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{
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#region Public
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public double startBeat;
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public bool high;
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public bool isTacobell;
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public Transform Holder;
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public SpriteRenderer Sprite;
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#endregion
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#region Private
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[SerializeField] private BezierCurve3D pitchLowCurve;
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[SerializeField] private BezierCurve3D pitchHighCurve;
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private bool hit;
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private double hitBeat;
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private Vector3 hitPos;
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private float hitRot;
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private float randomEndPosX;
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private float startRot;
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#endregion
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#region MonoBehaviour
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private void Awake()
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{
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startRot = Random.Range(0, 360);
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}
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private void Start()
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{
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Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, Spaceball.InputAction_BasicPress, Just, Miss, Out);
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}
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private void Update()
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{
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if (hit)
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{
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float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 10);
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Holder.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
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Holder.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
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}
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else
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{
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var beatLength = (high) ? 2f : 1f;
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var normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(
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startBeat,
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beatLength + 0.15f
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);
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var animCurve = (high) ? pitchHighCurve : pitchLowCurve;
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Holder.position = animCurve.GetPoint(normalizedBeatAnim);
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Sprite.transform.localEulerAngles = new Vector3(0, 0, Mathf.Lerp(startRot, startRot - 210, normalizedBeatAnim));
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}
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}
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#endregion
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#region PlayerActionObject
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private void Hit()
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{
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hit = true;
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hitBeat = Conductor.instance.songPositionInBeatsAsDouble;
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hitPos = Holder.localPosition;
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hitRot = Holder.eulerAngles.z;
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if (isTacobell)
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{
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SoundByte.PlayOneShotGame("spaceball/tacobell");
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}
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SoundByte.PlayOneShotGame("spaceball/hit");
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// jank fix for a bug with autoplay - freeform
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if (GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput)
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{
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SoundByte.PlayOneShotGame("spaceball/swing");
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}
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randomEndPosX = Random.Range(4f, 16f);
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SpaceballPlayer.instance.Swing(this);
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}
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private void NearMiss()
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{
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Holder.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -325;
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enabled = false;
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// Rigidbody physics, in MY rhythm game??!!!
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Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
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rb.interpolation = RigidbodyInterpolation2D.Interpolate;
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rb.bodyType = RigidbodyType2D.Dynamic;
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rb.AddForce(transform.up * 1100);
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rb.AddForce(transform.right * 400);
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rb.gravityScale = 9;
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SoundByte.PlayOneShot("miss");
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Destroy(gameObject, 5f);
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Spaceball.instance.ScoreMiss();
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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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{
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NearMiss();
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return;
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}
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Hit();
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}
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private void Miss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("spaceball/fall");
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Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
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Destroy(this.gameObject);
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Spaceball.instance.ScoreMiss();
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}
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private void Out(PlayerActionEvent caller) { }
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#endregion
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}
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}
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