mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +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
160 lines
No EOL
5 KiB
C#
160 lines
No EOL
5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TrickClass
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{
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public class MobTrickObj : MonoBehaviour
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{
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public bool flyType;
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public float startBeat;
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bool miss = false;
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float flyBeats;
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float dodgeBeats;
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public int type;
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[NonSerialized] public BezierCurve3D curve;
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PlayerActionEvent hitProg;
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private TrickClass game;
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private void Awake()
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{
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game = TrickClass.instance;
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flyBeats = flyType ? 4f : 2f;
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dodgeBeats = flyType ? 2f : 1f;
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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transform.position = curve.GetPoint(flyPos);
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hitProg = game.ScheduleInput(startBeat, dodgeBeats, InputType.STANDARD_DOWN, DodgeJustOrNg, DodgeMiss, DodgeThrough);
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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if (flyPos <= 1f)
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{
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if (!miss)
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{
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flyPos *= 0.95f;
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}
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Vector3 lastPos = transform.position;
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Vector3 nextPos = curve.GetPoint(flyPos);
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if (flyType)
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{
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Vector3 direction = (nextPos - lastPos).normalized;
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float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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this.transform.eulerAngles = new Vector3(0, 0, rotation);
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}
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else
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{
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * Time.deltaTime));
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}
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transform.position = nextPos;
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}
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else
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{
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transform.position = curve.GetPoint(miss ? 1f : 0.95f);
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}
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if (flyPos > 1f)
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{
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if (Conductor.instance.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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}
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}
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public string GetDodgeSound()
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{
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switch (type)
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{
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default:
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return "trickClass/ball_impact";
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}
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}
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public void DoObjMiss()
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{
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miss = true;
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switch (type)
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{
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case (int) TrickClass.TrickObjType.Plane:
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curve = game.planeMissCurve;
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flyBeats = 4f;
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Vector3 lastPos = curve.GetPoint(0);
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Vector3 nextPos = curve.GetPoint(0.000001f);
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Vector3 direction = (nextPos - lastPos).normalized;
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float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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this.transform.eulerAngles = new Vector3(0, 0, rotation);
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transform.position = nextPos;
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break;
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default:
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curve = game.ballMissCurve;
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flyBeats = 1.25f;
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break;
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}
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startBeat += dodgeBeats;
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}
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public void DodgeJustOrNg(PlayerActionEvent caller, float state)
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{
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if (game.playerCanDodge <= Conductor.instance.songPositionInBeats)
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{
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if (state <= -1f || state >= 1f)
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{
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//NG
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game.PlayerDodgeNg();
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
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});
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Jukebox.PlayOneShotGame(GetDodgeSound(), volume: 0.6f);
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Jukebox.PlayOneShot("miss");
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DoObjMiss();
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}
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else
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{
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//just
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game.PlayerDodge();
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Jukebox.PlayOneShotGame("trickClass/player_dodge_success", volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f));
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
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});
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}
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}
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else
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{
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Jukebox.PlayOneShotGame(GetDodgeSound());
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DoObjMiss();
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game.PlayerThrough();
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caller.isEligible = false;
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game.ScoreMiss();
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}
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}
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public void DodgeMiss(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame(GetDodgeSound());
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DoObjMiss();
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game.PlayerThrough();
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}
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public void DodgeThrough(PlayerActionEvent caller) {}
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}
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} |