HeavenStudioPlus/Assets/Scripts/Games/DrummingPractice/Drummer.cs
minenice55 8fa4d74096 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

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3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class Drummer : MonoBehaviour
{
DrummingPractice game;
[Header("References")]
public Animator animator;
public List<MiiFace> miiFaces;
public SpriteRenderer face;
public bool player = false;
public int mii = 0;
public int count = 0;
private bool hitting = false;
private double canBopBeat = -2f;
// in the future: use the MiiStudio API to render any mii from a nintendo account / MNMS / Mii Studio code?
// figure out how to call the API from unity?
// used expressions: "normal", "smile", "sorrow"
[System.Serializable]
public class MiiFace
{
public List<Sprite> Sprites;
}
void Awake()
{
game = DrummingPractice.instance;
}
private void Update()
{
if (player && PlayerInput.GetIsAction(DrummingPractice.InputAction_BasicPress) && !DrummingPractice.instance.IsExpectingInputNow(DrummingPractice.InputAction_BasicPress))
{
Hit(false, false);
}
}
public void SetFace(int type)
{
face.sprite = miiFaces[mii].Sprites[type];
}
public void Bop()
{
if (Conductor.instance.GetPositionFromBeat(canBopBeat, 2f) > 1f)
animator.Play("Bop", 0, 0);
}
public void Prepare(double beat, int type)
{
canBopBeat = beat;
count = type;
if (count % 2 == 0)
animator.Play("PrepareLeft", 0, 0);
else
animator.Play("PrepareRight", 0, 0);
}
public void Hit(bool hit, bool applause, bool force = false)
{
if(player && force)
{
if (hit)
{
HitSound(applause);
DrummingPractice.instance.Streak();
} else
MissSound();
}
if (!hitting)
{
if (count % 2 == 0)
animator.DoScaledAnimationAsync("HitLeft", 0.6f);
else
animator.DoScaledAnimationAsync("HitRight", 0.6f);
count++;
if (player && !force)
{
if (hit)
HitSound(applause);
else
MissSound();
}
hitting = true;
}
}
private void HitSound(bool applause)
{
SoundByte.PlayOneShotGame("drummingPractice/hit");
if (applause) SoundByte.PlayOneShot("applause");
}
private void MissSound()
{
SoundByte.PlayOneShotGame("drummingPractice/miss");
}
public void EndHit()
{
hitting = false;
}
}
}