mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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4d2bb8c782
* rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
118 lines
No EOL
3.7 KiB
C#
118 lines
No EOL
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using UnityEngine.UIElements;
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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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public class LongHair : 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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private RhythmTweezers game;
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private Tweezers tweezers;
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private Animator anim;
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private int pluckState = 0;
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public GameObject holder;
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public GameObject loop;
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private Sound pullSound;
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private float inputBeat;
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PlayerActionEvent endEvent;
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private void Awake()
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{
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game = RhythmTweezers.instance;
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anim = GetComponent<Animator>();
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tweezers = game.Tweezers;
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}
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public void StartInput(float beat, float length)
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{
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inputBeat = beat + length;
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game.ScheduleInput(beat, length, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
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}
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private void Update()
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{
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if (pluckState == 1)
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{
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Vector3 tst = tweezers.tweezerSpriteTrans.position;
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var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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anim.Play("LoopPull", 0, normalizedBeat);
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tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
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if (!game.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP) && PlayerInput.PressedUp(true) && normalizedBeat < 1f)
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{
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EndEarly();
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endEvent.Disable();
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}
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// Auto-release if holding at release time.
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if (normalizedBeat >= 1f && !game.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP))
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EndAce();
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}
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loop.transform.localScale = Vector2.one / holder.transform.localScale;
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}
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public void EndAce()
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{
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if (pluckState != 1) return;
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tweezers.LongPluck(true, this);
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tweezers.hitOnFrame++;
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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public void EndEarly()
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{
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var normalized = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Tweezers_Idle", 0, 0);
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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private void StartJust(PlayerActionEvent caller, float state)
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{
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// don't count near misses
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if (state >= 1f || state <= -1f) {
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pluckState = -1;
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return;
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}
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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endEvent = game.ScheduleInput(inputBeat, 0.5f, InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP, EndJust, Out, Out);
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}
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private void StartMiss(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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private void EndJust(PlayerActionEvent caller, float state)
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{
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if (state <= -1f) {
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EndEarly();
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return;
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}
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EndAce();
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}
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}
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} |