mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +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
160 lines
4.6 KiB
C#
160 lines
4.6 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_TheDazzles
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{
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public class TheDazzlesGirl : MonoBehaviour
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{
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[SerializeField] List<Sprite> headSpriteEmotions = new List<Sprite>();
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public enum Emotion
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{
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Neutral = 0,
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Happy = 1,
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Angry = 2,
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Ouch = 3
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}
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public enum Expression
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{
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Neutral = 0,
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Happy = 1,
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Angry = 2,
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Ouch = 3,
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OpenMouth = 4
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}
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public bool canBop = true;
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bool holding = false;
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bool preparingPose = false;
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public bool hasOuched;
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public Emotion currentEmotion;
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Animator anim;
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[SerializeField] Animator lightingAnim;
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[SerializeField] Animator holdEffectAnim;
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[SerializeField] SpriteRenderer headSprite;
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[SerializeField] GameObject blackFlash;
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[SerializeField] List<SpriteRenderer> bodyParts = new List<SpriteRenderer>();
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TheDazzles game;
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void Awake()
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{
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anim = GetComponent<Animator>();
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game = TheDazzles.instance;
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}
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public void PickHead(Expression expression)
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{
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headSprite.sprite = headSpriteEmotions[(int)expression];
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}
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public void Prepare(bool hit = true)
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{
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if (hit)
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{
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holdEffectAnim.DoScaledAnimationAsync("HoldBox", 0.25f);
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blackFlash.SetActive(true);
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lightingAnim.Play("Dark", 0, 0);
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}
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holding = true;
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hasOuched = false;
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if (preparingPose)
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{
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Hold();
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return;
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}
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anim.Play("Prepare", 0, 0);
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}
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public void StartReleaseBox(double beat)
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{
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 1f, delegate {if (holding) holdEffectAnim.DoScaledAnimationAsync("ReleaseBox", 0.25f);})
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});
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}
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public void Pose(bool hit = true, bool flash = true)
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{
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if (hit)
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{
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anim.DoScaledAnimationAsync("Pose", 0.5f);
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lightingAnim.DoScaledAnimationAsync("PoseFlash", 0.5f);
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hasOuched = false;
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}
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else
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{
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anim.DoScaledAnimationAsync("MissPose", 0.5f);
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if (flash)
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lightingAnim.DoScaledAnimationAsync("MissFlash", 0.5f);
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currentEmotion = Emotion.Ouch;
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hasOuched = true;
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}
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holdEffectAnim.Play("HoldNothing", 0, 0);
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holding = false;
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preparingPose = false;
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blackFlash.SetActive(false);
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}
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public void EndPose()
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{
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if (holding || hasOuched) return;
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anim.DoScaledAnimationAsync("EndPose", 0.5f);
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}
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public void Hold()
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{
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preparingPose = true;
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if (!holding) return;
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anim.DoScaledAnimationAsync("Hold", 0.5f);
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}
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public void Ouch()
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{
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anim.DoScaledAnimationAsync("Ouch", 0.5f);
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currentEmotion = Emotion.Ouch;
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hasOuched = true;
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}
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public void UnPrepare()
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{
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game.ScoreMiss(1f);
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holdEffectAnim.Play("HoldNothing", 0, 0);
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canBop = true;
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if (preparingPose)
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{
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anim.DoScaledAnimationAsync("StopHold", 0.5f);
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}
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else
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{
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anim.DoScaledAnimationAsync("EndPrepare", 0.5f);
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}
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holding = false;
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preparingPose = false;
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hasOuched = true;
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blackFlash.SetActive(false);
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lightingAnim.Play("Lit", 0, 0);
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}
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public void Bop()
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{
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if (!canBop || holding) return;
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switch (currentEmotion)
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{
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case Emotion.Neutral:
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anim.DoScaledAnimationAsync("IdleBop", 0.4f);
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break;
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case Emotion.Happy:
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anim.DoScaledAnimationAsync("HappyBop", 0.4f);
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break;
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case Emotion.Angry:
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PickHead(Expression.Angry);
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anim.DoScaledAnimationAsync("IdleBop", 0.4f);
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break;
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case Emotion.Ouch:
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anim.DoScaledAnimationAsync("OuchBop", 0.4f);
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break;
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}
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}
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}
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}
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