mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 19:15:16 +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
110 lines
4 KiB
C#
110 lines
4 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_Fireworks
|
|
{
|
|
public class Rocket : MonoBehaviour
|
|
{
|
|
[SerializeField] ParticleSystem particleBarelyEffect;
|
|
[SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>();
|
|
[SerializeField] ParticleSystem selectedParticleEffect;
|
|
[SerializeField] Animator anim;
|
|
public bool isSparkler;
|
|
private Fireworks game;
|
|
public double startBeat;
|
|
public bool applause;
|
|
private bool exploded;
|
|
private float startY;
|
|
public float offSet;
|
|
[SerializeField] List<ParticleSystem> mixedCircularPS = new List<ParticleSystem>();
|
|
[SerializeField] Sprite GreenOne;
|
|
[SerializeField] Sprite GreenTwo;
|
|
[SerializeField] Sprite BlueOne;
|
|
[SerializeField] Sprite BlueTwo;
|
|
[SerializeField] Sprite RedOne;
|
|
[SerializeField] Sprite RedTwo;
|
|
|
|
void Awake()
|
|
{
|
|
game = Fireworks.instance;
|
|
List<string> colors = new List<string>()
|
|
{
|
|
"Green",
|
|
"Red",
|
|
"Blue"
|
|
};
|
|
for (int i = 0; i < mixedCircularPS.Count; i++)
|
|
{
|
|
var ts = mixedCircularPS[i].textureSheetAnimation;
|
|
var pickedColor = colors[UnityEngine.Random.Range(0, colors.Count)];
|
|
switch (pickedColor)
|
|
{
|
|
case "Green":
|
|
ts.AddSprite(GreenOne);
|
|
ts.AddSprite(GreenTwo);
|
|
break;
|
|
case "Red":
|
|
ts.AddSprite(RedOne);
|
|
ts.AddSprite(RedTwo);
|
|
break;
|
|
case "Blue":
|
|
ts.AddSprite(BlueOne);
|
|
ts.AddSprite(BlueTwo);
|
|
break;
|
|
default:
|
|
ts.AddSprite(GreenOne);
|
|
ts.AddSprite(GreenTwo);
|
|
break;
|
|
}
|
|
colors.Remove(pickedColor);
|
|
}
|
|
}
|
|
|
|
public void Init(double beat, int explosionToChoose)
|
|
{
|
|
startBeat = beat;
|
|
startY = transform.position.y - offSet;
|
|
game.ScheduleInput(beat, isSparkler ? 1f : 3f, Fireworks.InputAction_BasicPress, Just, Out, Out);
|
|
anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
|
|
selectedParticleEffect = particleEffects[explosionToChoose];
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
float normalizedBeat = cond.GetPositionFromBeat(startBeat, isSparkler ? 1f : 3f);
|
|
if (!exploded && cond.isPlaying && !cond.isPaused)
|
|
{
|
|
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
|
|
float newPosY = func(startY, 7f - offSet, normalizedBeat * (isSparkler ? 0.5f : 0.4f));
|
|
transform.position = new Vector3(transform.position.x, newPosY, transform.position.z);
|
|
}
|
|
if (normalizedBeat > 3f && !selectedParticleEffect.isPlaying) Destroy(gameObject);
|
|
}
|
|
|
|
void Just(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShotGame("fireworks/miss");
|
|
particleBarelyEffect.Play();
|
|
anim.gameObject.SetActive(false);
|
|
return;
|
|
}
|
|
Success(caller);
|
|
}
|
|
|
|
void Success(PlayerActionEvent caller)
|
|
{
|
|
SoundByte.PlayOneShotGame("fireworks/explode_5");
|
|
selectedParticleEffect.Play();
|
|
anim.gameObject.SetActive(false);
|
|
if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
|
|
}
|
|
|
|
void Out(PlayerActionEvent caller) { }
|
|
}
|
|
}
|