HeavenStudioPlus/Assets/Scripts/Games/CheerReaders/RvlCharacter.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* 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
2023-10-29 19:44:47 +00:00

193 lines
5.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_CheerReaders
{
public class RvlCharacter : MonoBehaviour
{
Animator BaseAnim;
[SerializeField] Animator faceAnim;
[SerializeField] GameObject blushLeft;
[SerializeField] GameObject blushRight;
public bool bookIsWhite = true;
public bool isSpinning;
public GameObject posterBook;
bool bookIsOpen;
bool noBop;
bool canOpenBook;
public bool player;
float currentBlushBeat;
bool missed;
[SerializeField] bool shouldLookDown;
CheerReaders game;
void Awake()
{
BaseAnim = GetComponent<Animator>();
game = CheerReaders.instance;
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
float normalizedBeat = cond.GetPositionFromBeat(currentBlushBeat, 3f);
if (normalizedBeat > 1f)
{
blushLeft.SetActive(false);
blushRight.SetActive(false);
}
if (!game.doingCue && missed)
{
faceAnim.Play("FaceBlush", 0, 0);
}
}
}
public void HappyFace(bool forceIt = false)
{
if (game.doingCue && !forceIt) return;
faceAnim.Play(player ? "FaceItsOnHappy" : "FaceItsOnNPC", 0, 0);
}
public void Yay(bool speak)
{
if (speak) faceAnim.DoScaledAnimationAsync("FaceYay", 0.5f);
BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "WhiteYay" : "BlackYay", 0.5f);
}
public void ResetFace()
{
if (faceAnim.IsAnimationNotPlaying()) faceAnim.Play("FaceIdle", 0, 0);
}
public void ResetPose()
{
BaseAnim.Play(bookIsWhite ? "WhiteIdle" : "BlackIdle", 0, 0);
ResetFace();
}
public void Boom()
{
faceAnim.DoScaledAnimationAsync(player ? "FaceBoom" : "FaceBoomNPC", 0.5f);
}
public void ItsUpToYou(int count)
{
switch (count)
{
case 1:
faceAnim.DoScaledAnimationAsync("FaceIts", 0.5f);
break;
case 2:
faceAnim.DoScaledAnimationAsync("FaceUp", 0.5f);
break;
case 3:
faceAnim.DoScaledAnimationAsync("FaceTo", 0.5f);
break;
case 4:
faceAnim.DoScaledAnimationAsync("FaceYou", 0.5f);
break;
default:
faceAnim.DoScaledAnimationAsync("FaceIts", 0.5f);
break;
}
}
public void OneTwoThree(int count)
{
switch (count)
{
case 1:
faceAnim.DoScaledAnimationAsync("FaceOne", 0.5f);
break;
case 2:
faceAnim.DoScaledAnimationAsync("FaceTwo", 0.5f);
break;
case 3:
faceAnim.DoScaledAnimationAsync("FaceThree", 0.5f);
break;
default:
faceAnim.DoScaledAnimationAsync("FaceOne", 0.5f);
break;
}
}
public void Bop()
{
if (noBop) return;
if (bookIsOpen)
{
BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "WhiteBop" : "BlackBop", 0.5f);
}
else
{
BaseAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
}
public void Miss()
{
currentBlushBeat = Conductor.instance.songPositionInBeats;
blushLeft.SetActive(true);
blushRight.SetActive(true);
BaseAnim.Play(bookIsWhite ? "MissWhite" : "MissBlack", 0, 0);
noBop = true;
missed = true;
isSpinning = false;
}
public void Stare()
{
faceAnim.Play(shouldLookDown ? "FaceNPCLook2" : "FaceNPCLook1", 0, 0);
}
public void FlipBook(bool hit = true)
{
posterBook.SetActive(false);
canOpenBook = !hit;
isSpinning = false;
if (bookIsWhite != game.shouldBeBlack && hit && player)
{
RepositionBook();
return;
}
BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "WhitetoBlack" : "BlacktoWhite", 0.5f);
bookIsWhite = !bookIsWhite;
bookIsOpen = true;
noBop = false;
missed = !hit;
}
public void RepositionBook()
{
BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "RepositionToWhite" : "RepositionToBlack", 0.5f);
bookIsOpen = true;
noBop = false;
}
public void StartSpinBook()
{
posterBook.SetActive(false);
canOpenBook = true;
BaseAnim.DoScaledAnimationAsync(bookIsWhite ? "SpinfromWhite" : "SpinfromBlack", 0.5f);
bookIsOpen = true;
noBop = true;
isSpinning = true;
}
public void StopSpinBook()
{
if (!canOpenBook) return;
posterBook.SetActive(true);
BaseAnim.DoScaledAnimationAsync("OpenBook", 0.5f);
bookIsOpen = true;
noBop = true;
isSpinning = false;
}
}
}