mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 11:33:05 +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
145 lines
4.7 KiB
C#
145 lines
4.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System;
|
|
using UnityEngine;
|
|
using NaughtyBezierCurves;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_DogNinja
|
|
{
|
|
public class ThrowObject : MonoBehaviour
|
|
{
|
|
public double startBeat;
|
|
public int type;
|
|
public bool fromLeft;
|
|
public bool shouldSfx = true;
|
|
public int direction;
|
|
public string sfxNum;
|
|
|
|
private Vector3 objPos;
|
|
private bool isActive = true;
|
|
private double barelyTime;
|
|
|
|
[Header("Animators")]
|
|
Animator DogAnim;
|
|
|
|
[Header("References")]
|
|
public BezierCurve3D curve;
|
|
[SerializeField] BezierCurve3D barelyCurve;
|
|
[SerializeField] BezierCurve3D BarelyLeftCurve;
|
|
[SerializeField] BezierCurve3D BarelyRightCurve;
|
|
[SerializeField] GameObject HalvesLeftBase;
|
|
[SerializeField] GameObject HalvesRightBase;
|
|
[SerializeField] Transform ObjectParent;
|
|
public Sprite[] objectLeftHalves;
|
|
public Sprite[] objectRightHalves;
|
|
|
|
private DogNinja game;
|
|
|
|
private void Awake()
|
|
{
|
|
game = DogNinja.instance;
|
|
DogAnim = game.DogAnim;
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
barelyCurve = fromLeft ? BarelyRightCurve : BarelyLeftCurve;
|
|
|
|
game.ScheduleInput(startBeat, 1f, DogNinja.InputAction_Press, Hit, Miss, Out);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
float flyPos = Conductor.instance.GetPositionFromBeat(startBeat, 1f)+1.1f;
|
|
float flyPosBarely = Conductor.instance.GetPositionFromBeat(barelyTime, 1f)+1f;
|
|
if (isActive) {
|
|
flyPos *= 0.31f;
|
|
transform.position = curve.GetPoint(flyPos);
|
|
objPos = curve.GetPoint(flyPos);
|
|
// destroy object when it's off-screen
|
|
if (flyPos > 1f) {
|
|
GameObject.Destroy(gameObject);
|
|
}
|
|
} else {
|
|
flyPosBarely *= 0.3f;
|
|
transform.position = barelyCurve.GetPoint(flyPosBarely) + objPos;
|
|
float rot = fromLeft ? 200f : -200f;
|
|
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
|
|
if (flyPosBarely > 1f) {
|
|
GameObject.Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
|
|| GameManager.instance.currentGame != "dogNinja") {
|
|
GameObject.Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
private void SuccessSlice()
|
|
{
|
|
string slice = "Slice" + direction switch
|
|
{
|
|
0 => "Left",
|
|
1 => "Right",
|
|
_ => "Both",
|
|
};
|
|
|
|
DogAnim.DoScaledAnimationAsync(slice, 0.5f);
|
|
if (shouldSfx) SoundByte.PlayOneShotGame(sfxNum+"2");
|
|
|
|
game.WhichLeftHalf.sprite = objectLeftHalves[type-1];
|
|
game.WhichRightHalf.sprite = objectRightHalves[type-1];
|
|
|
|
SpawnHalves LeftHalf = Instantiate(HalvesLeftBase, game.gameObject.transform).GetComponent<SpawnHalves>();
|
|
LeftHalf.startBeat = startBeat;
|
|
LeftHalf.lefty = fromLeft;
|
|
LeftHalf.objPos = objPos;
|
|
|
|
SpawnHalves RightHalf = Instantiate(HalvesRightBase, game.gameObject.transform).GetComponent<SpawnHalves>();
|
|
RightHalf.startBeat = startBeat;
|
|
RightHalf.lefty = fromLeft;
|
|
RightHalf.objPos = objPos;
|
|
|
|
GameObject.Destroy(gameObject);
|
|
}
|
|
|
|
private void JustSlice()
|
|
{
|
|
isActive = false;
|
|
barelyTime = Conductor.instance.songPositionInBeatsAsDouble;
|
|
|
|
string barely = "Barely" + direction switch
|
|
{
|
|
0 => "Left",
|
|
1 => "Right",
|
|
2 => "Both",
|
|
_ => "Both",
|
|
};
|
|
|
|
DogAnim.DoScaledAnimationAsync(barely, 0.5f);
|
|
SoundByte.PlayOneShotGame("dogNinja/barely");
|
|
}
|
|
|
|
private void Hit(PlayerActionEvent caller, float state)
|
|
{
|
|
game.DogAnim.SetBool("needPrepare", false);
|
|
if (state >= 1f || state <= -1f) JustSlice();
|
|
else SuccessSlice();
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
if (!DogAnim.GetBool("needPrepare")) return;
|
|
DogAnim.DoScaledAnimationAsync("UnPrepare", 0.5f);
|
|
DogAnim.SetBool("needPrepare", false);
|
|
}
|
|
|
|
private void Out(PlayerActionEvent caller)
|
|
{
|
|
DogAnim.SetBool("needPrepare", false);
|
|
}
|
|
}
|
|
}
|