HeavenStudioPlus/Assets/Scripts/Games/ForkLifter/Pea.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

186 lines
No EOL
6.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using DG.Tweening;
namespace HeavenStudio.Games.Scripts_ForkLifter
{
public class Pea : MonoBehaviour
{
public double startBeat;
public int type;
ForkLifter game;
ForkLifterPlayer player;
private Animator anim;
private void Awake()
{
game = ForkLifter.instance;
player = ForkLifterPlayer.instance;
anim = GetComponent<Animator>();
GetComponentInChildren<SpriteRenderer>().sprite = game.peaSprites[type];
for (int i = 0; i < transform.GetChild(0).childCount; i++)
{
transform.GetChild(0).GetChild(i).GetComponent<SpriteRenderer>().sprite = transform.GetChild(0).GetComponent<SpriteRenderer>().sprite;
}
game.ScheduleInput(startBeat, 2f, ForkLifter.InputAction_BasicPress, Just, Miss, Out);
}
public void Hit()
{
player.Stab(this);
if (player.currentPerfectPeasOnFork < 4)
{
GameObject pea = new GameObject();
pea.transform.parent = player.perfect.transform;
pea.transform.localScale = Vector2.one;
pea.transform.localRotation = Quaternion.Euler(0, 0, 0);
pea.transform.localPosition = Vector3.zero;
float peaOffset = 0;
if (player.currentPerfectPeasOnFork == 3) peaOffset = -0.15724f;
for (int i = 0; i < player.perfect.transform.childCount; i++)
{
player.perfect.transform.GetChild(i).transform.localPosition = new Vector3(0, (-1.67f - (0.15724f * i)) + 0.15724f * player.currentPerfectPeasOnFork + peaOffset);
}
SpriteRenderer psprite = pea.AddComponent<SpriteRenderer>();
psprite.sprite = game.peaHitSprites[type];
psprite.sortingOrder = type switch {
0 => 101,
1 => 104,
2 => 103,
3 => 102,
_ => 20,
};
}
GameObject hitFXo = new GameObject();
hitFXo.transform.localPosition = new Vector3(1.9969f, -3.7026f);
hitFXo.transform.localScale = new Vector3(3.142196f, 3.142196f);
SpriteRenderer hfxs = hitFXo.AddComponent<SpriteRenderer>();
hfxs.sprite = player.hitFX;
hfxs.sortingOrder = 100;
hfxs.DOColor(new Color(1, 1, 1, 0), 0.05f).OnComplete(delegate { Destroy(hitFXo); });
player.FastEffectHit(type);
SoundByte.PlayOneShotGame("forkLifter/stab");
player.currentPerfectPeasOnFork++;
player.topbun = type == 1;
player.middleburger = type == 2;
player.bottombun = type == 3;
Destroy(this.gameObject);
}
public void Early()
{
GameObject pea = new GameObject();
pea.transform.parent = player.early.transform;
pea.transform.localScale = Vector2.one;
pea.transform.localPosition = Vector3.zero;
pea.transform.localRotation = Quaternion.Euler(0, 0, 90);
for (int i = 0; i < player.early.transform.childCount; i++)
{
player.early.transform.GetChild(i).transform.localPosition = new Vector3(0, (-1.67f - (0.15724f * i)) + 0.15724f * player.currentEarlyPeasOnFork);
}
SpriteRenderer psprite = pea.AddComponent<SpriteRenderer>();
psprite.sprite = game.peaHitSprites[type];
psprite.sortingOrder = 20;
player.HitFXMiss(new Vector2(1.0424f, -4.032f), new Vector2(1.129612f, 1.129612f));
player.HitFXMiss(new Vector2(0.771f, -3.016f), new Vector2(1.71701f, 1.71701f));
player.HitFXMiss(new Vector2(2.598f, -2.956f), new Vector2(1.576043f, 1.576043f));
player.HitFXMiss(new Vector2(2.551f, -3.609f), new Vector2(1.200788f, 1.200788f));
player.FastEffectHit(type);
SoundByte.PlayOneShot("miss");
player.currentEarlyPeasOnFork++;
Destroy(this.gameObject);
}
public void Late()
{
GameObject pea = new GameObject();
pea.transform.parent = player.late.transform;
pea.transform.localScale = Vector2.one;
pea.transform.localPosition = Vector3.zero;
pea.transform.localRotation = Quaternion.Euler(0, 0, 90);
for (int i = 0; i < player.late.transform.childCount; i++)
{
player.late.transform.GetChild(i).transform.localPosition = new Vector3(0, (-1.67f - (0.15724f * i)) + 0.15724f * player.currentLatePeasOnFork);
}
SpriteRenderer psprite = pea.AddComponent<SpriteRenderer>();
psprite.sprite = game.peaHitSprites[type];
psprite.sortingOrder = 20;
player.HitFXMiss(new Vector2(1.0424f, -4.032f), new Vector2(1.129612f, 1.129612f));
player.HitFXMiss(new Vector2(0.771f, -3.016f), new Vector2(1.71701f, 1.71701f));
player.HitFXMiss(new Vector2(2.598f, -2.956f), new Vector2(1.576043f, 1.576043f));
player.HitFXMiss(new Vector2(2.551f, -3.609f), new Vector2(1.200788f, 1.200788f));
player.FastEffectHit(type);
SoundByte.PlayOneShot("miss");
player.currentLatePeasOnFork++;
Destroy(this.gameObject);
}
private void Update()
{
float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.45f);
anim.Play("Flicked_Object", -1, normalizedBeatAnim);
anim.speed = 0;
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f) {
Late();
} else if (state <= -1f) {
Early();
} else {
Hit();
}
}
private void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShot("forkLifter/disappointed");
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+ 2.45f, delegate {
Destroy(this.gameObject);
}),
});
}
private void Out(PlayerActionEvent caller) {}
}
}