mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
8fa4d74096
* 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
216 lines
8.4 KiB
C#
216 lines
8.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public class PlayerEnterDoughBall : SuperCurveObject
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{
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private enum State
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{
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None,
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Entering,
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Hit,
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Barely,
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Miss,
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Weak
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}
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private State currentState;
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private double startBeat = double.MinValue;
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private bool big;
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private Path enterPath;
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private Path hitPath;
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private Path barelyPath;
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private Path missPath;
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private Path weakPath;
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private WorkingDough game;
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private PlayerActionEvent wrongInput;
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private PlayerActionEvent rightInput;
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[SerializeField] private GameObject gandw;
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private void Awake()
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{
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game = WorkingDough.instance;
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}
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public void Init(double beat, bool isBig, bool hasGandw)
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{
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startBeat = beat;
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big = isBig;
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enterPath = game.GetPath("PlayerEnter");
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hitPath = game.GetPath("PlayerHit");
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barelyPath = game.GetPath("PlayerBarely");
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missPath = game.GetPath("PlayerMiss");
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weakPath = game.GetPath("PlayerWeak");
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rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty);
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty);
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currentState = State.Entering;
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if (gandw != null) gandw.SetActive(hasGandw);
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Update();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (startBeat > double.MinValue)
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{
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Vector3 pos = new Vector3();
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double beat = cond.songPositionInBeats;
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switch (currentState)
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{
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case State.None:
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break;
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case State.Entering:
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pos = GetPathPositionFromBeat(enterPath, Math.Max(beat, startBeat), startBeat);
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break;
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case State.Hit:
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pos = GetPathPositionFromBeat(hitPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Miss:
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pos = GetPathPositionFromBeat(missPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Weak:
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pos = GetPathPositionFromBeat(weakPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Barely:
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pos = GetPathPositionFromBeat(barelyPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 2)
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{
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Destroy(gameObject);
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}
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break;
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}
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if (startBeat <= beat) transform.position = pos;
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else transform.position = new Vector3(-80, -80);
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}
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}
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (wrongInput != null)
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wrongInput.Disable();
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double beat = Conductor.instance.songPositionInBeats;
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startBeat = beat;
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game.playerImpact.SetActive(true);
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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if (state >= 1f || state <= -1f)
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{
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currentState = State.Barely;
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SoundByte.PlayOneShot("miss");
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
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}
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else
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{
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
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}
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Update();
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return;
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}
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currentState = State.Hit;
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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SoundByte.PlayOneShotGame("workingDough/hitBigPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
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game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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SoundByte.PlayOneShotGame("workingDough/hitSmallPlayer");
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game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
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}
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bool hasGandw = false;
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if (gandw != null) hasGandw = gandw.activeSelf;
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
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new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
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new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
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});
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Update();
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}
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private void WrongInput(PlayerActionEvent caller, float state)
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{
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double beat = Conductor.instance.songPositionInBeats;
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rightInput.Disable();
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game.playerImpact.SetActive(true);
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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if (big)
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{
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currentState = State.Weak;
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startBeat = beat;
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game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
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SoundByte.PlayOneShotGame("workingDough/smallPlayer");
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SoundByte.PlayOneShotGame("workingDough/tooBig");
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Update();
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}
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else
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{
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GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
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game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
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SoundByte.PlayOneShotGame("workingDough/bigPlayer");
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SoundByte.PlayOneShotGame("workingDough/tooSmall");
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Destroy(gameObject);
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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double beat = caller.timer + caller.startBeat;
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currentState = State.Miss;
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startBeat = beat;
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Update();
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }),
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new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
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new BeatAction.Action(beat + 0.35f, delegate { game.missImpact.SetActive(false); }),
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});
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}
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private void Empty(PlayerActionEvent caller) { }
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}
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}
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