mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +00:00
6a61b9d87a
* add calculation for accuracy * record accuracy for playthrough * implement forced miss scoring to some games
135 lines
No EOL
4.2 KiB
C#
135 lines
No EOL
4.2 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_RhythmTweezers
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{
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public class LongHair : PlayerActionObject
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{
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public float createBeat;
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public GameObject hairSprite;
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public GameObject stubbleSprite;
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private RhythmTweezers game;
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private Tweezers tweezers;
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private Animator anim;
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private int pluckState = 0;
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public GameObject holder;
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public GameObject loop;
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private Sound pullSound;
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PlayerActionEvent pluckEvent;
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PlayerActionEvent endEvent;
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InputType endInput;
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private void Awake()
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{
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game = RhythmTweezers.instance;
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anim = GetComponent<Animator>();
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tweezers = game.Tweezers;
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}
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private void Start() {
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game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
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}
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private void Update()
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{
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if (pluckState == 1)
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{
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bool input = PlayerInput.PressedUp();
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if (endInput == InputType.DIRECTION_UP) input = PlayerInput.GetAnyDirectionUp();
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if (input && !game.IsExpectingInputNow(endInput))
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{
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endEvent.MakeInEligible();
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EndEarly();
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return;
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}
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Vector3 tst = tweezers.tweezerSpriteTrans.position;
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var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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anim.Play("LoopPull", 0, normalizedBeat);
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tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
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// Auto-release if holding at release time.
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if (normalizedBeat >= 1f)
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endEvent.Hit(0f, 1f);
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}
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loop.transform.localScale = Vector2.one / holder.transform.localScale;
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}
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public void EndAce()
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{
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tweezers.LongPluck(true, this);
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tweezers.hitOnFrame++;
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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public void EndEarly()
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{
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var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Idle", 0, 0);
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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private void StartJust(PlayerActionEvent caller, float state)
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{
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// don't count near misses
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if (state >= 1f || state <= -1f) {
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pluckState = -1;
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return;
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}
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if (PlayerInput.GetAnyDirectionDown())
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{
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endInput = InputType.DIRECTION_UP;
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}
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else
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{
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endInput = InputType.STANDARD_UP;
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}
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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endEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval + 0.5f, endInput, EndJust, Out, Out);
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}
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private void StartMiss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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private void EndJust(PlayerActionEvent caller, float state)
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{
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if (state <= -1f) {
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EndEarly();
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return;
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}
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EndAce();
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}
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void OnDestroy()
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{
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if (pluckEvent != null)
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pluckEvent.Disable();
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if (endEvent != null)
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endEvent.Disable();
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}
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}
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} |