mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 10:05:14 +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
216 lines
8.4 KiB
C#
216 lines
8.4 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using NaughtyBezierCurves;
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.InputSystem;
|
|
|
|
namespace HeavenStudio.Games.Scripts_WorkingDough
|
|
{
|
|
public class PlayerEnterDoughBall : SuperCurveObject
|
|
{
|
|
private enum State
|
|
{
|
|
None,
|
|
Entering,
|
|
Hit,
|
|
Barely,
|
|
Miss,
|
|
Weak
|
|
}
|
|
private State currentState;
|
|
|
|
private double startBeat = double.MinValue;
|
|
|
|
private bool big;
|
|
|
|
private Path enterPath;
|
|
private Path hitPath;
|
|
private Path barelyPath;
|
|
private Path missPath;
|
|
private Path weakPath;
|
|
|
|
private WorkingDough game;
|
|
|
|
private PlayerActionEvent wrongInput;
|
|
private PlayerActionEvent rightInput;
|
|
|
|
[SerializeField] private GameObject gandw;
|
|
|
|
private void Awake()
|
|
{
|
|
game = WorkingDough.instance;
|
|
}
|
|
|
|
public void Init(double beat, bool isBig, bool hasGandw)
|
|
{
|
|
startBeat = beat;
|
|
big = isBig;
|
|
enterPath = game.GetPath("PlayerEnter");
|
|
hitPath = game.GetPath("PlayerHit");
|
|
barelyPath = game.GetPath("PlayerBarely");
|
|
missPath = game.GetPath("PlayerMiss");
|
|
weakPath = game.GetPath("PlayerWeak");
|
|
rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty);
|
|
|
|
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
|
|
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty);
|
|
|
|
currentState = State.Entering;
|
|
if (gandw != null) gandw.SetActive(hasGandw);
|
|
Update();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
|
|
if (cond.isPlaying && !cond.isPaused)
|
|
{
|
|
if (startBeat > double.MinValue)
|
|
{
|
|
Vector3 pos = new Vector3();
|
|
double beat = cond.songPositionInBeats;
|
|
switch (currentState)
|
|
{
|
|
case State.None:
|
|
break;
|
|
case State.Entering:
|
|
pos = GetPathPositionFromBeat(enterPath, Math.Max(beat, startBeat), startBeat);
|
|
break;
|
|
case State.Hit:
|
|
pos = GetPathPositionFromBeat(hitPath, Math.Max(beat, startBeat), startBeat);
|
|
if (beat >= startBeat + 1)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
break;
|
|
case State.Miss:
|
|
pos = GetPathPositionFromBeat(missPath, Math.Max(beat, startBeat), startBeat);
|
|
if (beat >= startBeat + 1)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
break;
|
|
case State.Weak:
|
|
pos = GetPathPositionFromBeat(weakPath, Math.Max(beat, startBeat), startBeat);
|
|
if (beat >= startBeat + 1)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
break;
|
|
case State.Barely:
|
|
pos = GetPathPositionFromBeat(barelyPath, Math.Max(beat, startBeat), startBeat);
|
|
if (beat >= startBeat + 2)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
break;
|
|
}
|
|
if (startBeat <= beat) transform.position = pos;
|
|
else transform.position = new Vector3(-80, -80);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Just(PlayerActionEvent caller, float state)
|
|
{
|
|
if (wrongInput != null)
|
|
wrongInput.Disable();
|
|
double beat = Conductor.instance.songPositionInBeats;
|
|
startBeat = beat;
|
|
game.playerImpact.SetActive(true);
|
|
BeatAction.New(game, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
|
|
});
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
currentState = State.Barely;
|
|
SoundByte.PlayOneShot("miss");
|
|
if (big)
|
|
{
|
|
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
|
|
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
|
|
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
|
|
}
|
|
Update();
|
|
return;
|
|
}
|
|
currentState = State.Hit;
|
|
if (big)
|
|
{
|
|
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
|
|
SoundByte.PlayOneShotGame("workingDough/hitBigPlayer");
|
|
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
|
|
game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
|
|
SoundByte.PlayOneShotGame("workingDough/hitSmallPlayer");
|
|
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
|
|
}
|
|
bool hasGandw = false;
|
|
if (gandw != null) hasGandw = gandw.activeSelf;
|
|
BeatAction.New(game, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
|
|
new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
|
|
new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
|
|
});
|
|
Update();
|
|
}
|
|
|
|
private void WrongInput(PlayerActionEvent caller, float state)
|
|
{
|
|
double beat = Conductor.instance.songPositionInBeats;
|
|
rightInput.Disable();
|
|
game.playerImpact.SetActive(true);
|
|
BeatAction.New(game, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
|
|
});
|
|
if (big)
|
|
{
|
|
currentState = State.Weak;
|
|
startBeat = beat;
|
|
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
|
|
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
|
|
SoundByte.PlayOneShotGame("workingDough/tooBig");
|
|
Update();
|
|
}
|
|
else
|
|
{
|
|
GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
|
|
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
|
|
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
|
|
SoundByte.PlayOneShotGame("workingDough/tooSmall");
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
double beat = caller.timer + caller.startBeat;
|
|
currentState = State.Miss;
|
|
startBeat = beat;
|
|
Update();
|
|
BeatAction.New(game, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }),
|
|
new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
|
|
new BeatAction.Action(beat + 0.35f, delegate { game.missImpact.SetActive(false); }),
|
|
});
|
|
}
|
|
|
|
private void Empty(PlayerActionEvent caller) { }
|
|
}
|
|
}
|
|
|
|
|