mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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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
89 lines
No EOL
2.3 KiB
C#
89 lines
No EOL
2.3 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_ClappyTrio
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{
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public class ClappyTrioPlayer : MonoBehaviour
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{
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ClappyTrio game;
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private double lastClapBeat;
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private float lastClapLength;
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public bool clapStarted = false;
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public bool canHit;
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private GameObject clapEffect;
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private void Awake()
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{
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game = ClappyTrio.instance;
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clapEffect = transform.GetChild(4).GetChild(3).gameObject;
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(ClappyTrio.InputAction_BasicPress) && !game.IsExpectingInputNow(ClappyTrio.InputAction_BasicPress.inputLockCategory))
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{
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Clap(false);
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game.ScoreMiss();
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}
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}
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public void QueueClap(double startBeat, float length)
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{
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lastClapBeat = startBeat;
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lastClapLength = length;
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game.ScheduleInput(startBeat, length, ClappyTrio.InputAction_BasicPress, Just, Miss, Out);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (!canHit) {
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Clap(false);
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return;
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}
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if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
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Clap(false);
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return;
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}
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Clap(true);
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}
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private void Miss(PlayerActionEvent caller) {
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game.misses++;
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game.emoCounter = 2;
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if (clapStarted)
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this.canHit = false;
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}
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private void Out(PlayerActionEvent caller) {}
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private void Clap(bool just)
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{
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game.emoCounter = 2;
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if (just)
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{
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clapEffect.SetActive(true);
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SoundByte.PlayOneShotGame("clappyTrio/rightClap");
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}
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else
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{
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clapEffect.SetActive(false);
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SoundByte.PlayOneShot("miss");
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game.misses++;
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if (clapStarted)
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this.canHit = false;
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}
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clapStarted = false;
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game.SetFace(game.Lion.Count - 1, 4);
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this.GetComponent<Animator>().Play("Clap", 0, 0);
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}
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}
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} |