mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
3002e48350
* 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
79 lines
No EOL
2.2 KiB
C#
79 lines
No EOL
2.2 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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namespace HeavenStudio.Games.Scripts_WizardsWaltz
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{
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public class Wizard : MonoBehaviour
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{
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public Animator animator;
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public GameObject shadow;
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private WizardsWaltz game;
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private float songPos;
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public void Init()
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{
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game = WizardsWaltz.instance;
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}
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void Update()
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{
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songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - game.wizardBeatOffset);
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var am = game.beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * game.xRange;
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var y = Mathf.Cos(Mathf.PI * songPos / am) * game.yRange;
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var z = Mathf.Cos(Mathf.PI * songPos / am) * game.zRange;
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//var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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transform.position = new Vector3(x, 3f - y * 0.5f, z);
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shadow.transform.position = new Vector3(x, game.plantYOffset + y * 1.5f, z);
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/*var xscale = scale;
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if (y > 0) xscale *= -1;
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transform.localScale = new Vector3(xscale, scale, 1);
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shadow.transform.localScale = new Vector3(scale, scale, 1);*/
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transform.localScale = new Vector3((y > 0) ? -1 : 1, 1, 1);
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}
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private void LateUpdate()
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{
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if (PlayerInput.GetIsAction(WizardsWaltz.InputAction_Press))
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{
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animator.Play("Magic", 0, 0);
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SoundByte.PlayOneShotGame("wizardsWaltz/wand");
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}
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}
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public void Idle()
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{
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animator.Play("Idle", 0, 0);
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}
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public void Magic(Plant plant, bool hit)
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{
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animator.Play("Magic", 0, 0);
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if(plant == null)
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{
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// TODO: Play empty A press sound
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return;
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}
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if (hit)
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{
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SoundByte.PlayOneShotGame("wizardsWaltz/grow");
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plant.Bloom();
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game.girl.Happy();
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}
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else
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{
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SoundByte.PlayOneShot("miss");
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plant.Eat();
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game.girl.Sad();
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}
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}
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}
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} |