mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +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
97 lines
2.6 KiB
C#
97 lines
2.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TossBoys
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{
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public class TossKid : MonoBehaviour
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{
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[SerializeField] ParticleSystem _hitEffect;
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[SerializeField] GameObject arrow;
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Animator anim;
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[SerializeField] string prefix;
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TossBoys game;
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public bool crouch;
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bool preparing;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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game = TossBoys.instance;
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DoAnimationScaledAsync("Idle", 20f);
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}
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public void HitBall(bool hit = true)
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{
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if (hit)
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{
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ParticleSystem spawnedEffect = Instantiate(_hitEffect, transform);
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spawnedEffect.Play();
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DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
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}
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else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
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{
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DoAnimationScaledAsync("Whiff", 0.5f);
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SoundByte.PlayOneShotGame("tossBoys/whiff");
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}
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crouch = false;
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preparing = false;
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}
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public void Bop()
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{
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if (!anim.IsAnimationNotPlaying() || crouch || preparing) return;
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DoAnimationScaledAsync("Bop", 0.5f);
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}
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public void Crouch()
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{
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DoAnimationScaledAsync("Crouch", 0.5f);
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crouch = true;
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}
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public void UnCrouch()
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{
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DoAnimationScaledAsync("Idle", 1f);
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crouch = false;
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}
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public void PopBall()
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{
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DoAnimationScaledAsync("Slap", 0.5f);
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preparing = false;
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}
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public void PopBallPrepare()
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{
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if (preparing) return;
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DoAnimationScaledAsync("PrepareHand", 0.5f);
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preparing = true;
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}
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public void Miss()
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{
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DoAnimationScaledAsync("Miss", 0.5f);
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}
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public void Barely()
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{
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DoAnimationScaledAsync("Barely", 0.5f);
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}
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public void ShowArrow(double startBeat, float length)
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{
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BeatAction.New(game, new List<BeatAction.Action>(){
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new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }),
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new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }),
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});
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}
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void DoAnimationScaledAsync(string name, float time)
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{
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anim.DoScaledAnimationAsync(prefix + name, time);
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}
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}
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}
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