HeavenStudioPlus/Assets/Scripts/Games/DoubleDate/Football.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

136 lines
5.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class Football : SuperCurveObject
{
private DoubleDate game;
private SuperCurveObject.Path path;
private double pathStartBeat = double.MinValue;
private Conductor conductor;
private GameObject shadow;
void Awake()
{
game = DoubleDate.instance;
conductor = Conductor.instance;
}
void Update()
{
double beat = conductor.songPositionInBeatsAsDouble;
double height = 0f;
if (pathStartBeat > double.MinValue)
{
Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, pathStartBeat), out height, pathStartBeat);
transform.position = pos;
float rot = GetPathValue("rot");
transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f/conductor.pitchedSecPerBeat)));
}
shadow.transform.position = new Vector3(transform.position.x, (float) Math.Min(transform.position.y - height, game.floorHeight), transform.position.z);
shadow.transform.localScale = Vector3.one * Mathf.Clamp(((transform.position.y) - game.shadowDepthScaleMin) / (game.shadowDepthScaleMax - game.shadowDepthScaleMin), 0f, 1f);
}
public void Init(double beat)
{
game.ScheduleInput(beat, 1.5f, DoubleDate.InputAction_FlickPress, Just, Miss, Empty);
path = game.GetPath("FootBallInNoHit"); // there's a second path for footballs that hit the weasels, use that if the weasels haven't been hit recently
UpdateLastRealPos();
pathStartBeat = beat - 1f;
Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
transform.position = pos;
gameObject.SetActive(true);
shadow = game.MakeDropShadow();
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(game.floorHeight, transform.position.y - offset.y), transform.position.z);
shadow.SetActive(true);
}
void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
UpdateLastRealPos();
pathStartBeat = conductor.songPositionInBeatsAsDouble;
path = game.GetPath("FootBallNg" + (state > 0 ? "Late" : "Early"));
SoundByte.PlayOneShot("miss");
game.Kick(false);
GetComponent<SpriteRenderer>().sortingOrder = 8;
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 4f, delegate
{
Destroy(gameObject);
}),
});
return;
}
Hit();
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 1f, delegate
{
shadow.SetActive(false);
GetComponent<SpriteRenderer>().sortingOrder = -5;
transform.localScale *= 0.25f;
path = game.GetPath("FootBallFall");
UpdateLastRealPos();
pathStartBeat = conductor.songPositionInBeatsAsDouble + 1f;
}),
new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 12f, delegate
{
Destroy(gameObject);
}),
});
}
void Hit()
{
UpdateLastRealPos();
pathStartBeat = conductor.songPositionInBeatsAsDouble;
path = game.GetPath("FootBallJust");
game.Kick(true, true, jump: true);
SoundByte.PlayOneShotGame("doubleDate/footballKick");
}
void Miss(PlayerActionEvent caller)
{
if (conductor.songPositionInBeatsAsDouble > game.lastHitWeasel + 2.25f)
{
path = game.GetPath("FootBallIn");
float impact = GetPointTimeByTag(path, "impact");
if (impact > 0)
{
GetComponent<SpriteRenderer>().sortingOrder = 8;
SoundByte.PlayOneShotGame("doubleDate/weasel_hit", pathStartBeat + impact);
SoundByte.PlayOneShotGame("doubleDate/weasel_scream", pathStartBeat + impact);
game.MissKick(pathStartBeat + impact, true);
}
}
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 5f, delegate
{
Destroy(gameObject);
}),
});
}
void Empty(PlayerActionEvent caller) { }
private void OnDestroy() {
if (shadow != null)
{
Destroy(shadow);
}
}
}
}