mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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44d9ab096d
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt * nail carpenter swing support
82 lines
No EOL
2.8 KiB
C#
82 lines
No EOL
2.8 KiB
C#
using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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namespace HeavenStudio.Games.Scripts_NailCarpenter
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{
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public class Nail : MonoBehaviour
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{
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public double targetBeat;
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public float targetX;
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public float metresPerSecond;
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public Animator nailAnim;
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private NailCarpenter game;
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public void Init()
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{
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game = NailCarpenter.instance;
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game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_RegPress, HammmerJust, HammmerMiss, null);
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//wrong input
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if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
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{
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game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltPress, StrongHammmerJust, null, null);
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}
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targetBeat = Conductor.instance.GetUnSwungBeat(targetBeat);
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Update();
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}
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private void HammmerJust(PlayerActionEvent caller, float state)
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{
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game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
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if (state >= 1f || state <= -1f)
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{
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nailAnim.DoScaledAnimationAsync(
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(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
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SoundByte.PlayOneShot("miss");
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return;
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}
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SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
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nailAnim.DoScaledAnimationAsync("nailHammered", 0.25f);
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}
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private void StrongHammmerJust(PlayerActionEvent caller, float state)
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{
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game.ScoreMiss();
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game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
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if (state >= 1f || state <= -1f)
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{
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nailAnim.DoScaledAnimationAsync(
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(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
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SoundByte.PlayOneShot("miss");
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return;
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}
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SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
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nailAnim.DoScaledAnimationAsync("nailStrongHammered", 0.25f);
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}
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private void HammmerMiss(PlayerActionEvent caller)
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{
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game.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
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nailAnim.DoScaledAnimationAsync("nailMiss", 0.5f);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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double beat = cond.unswungSongPositionInBeatsAsDouble;
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Vector3 pos = transform.position;
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pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
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transform.position = pos;
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if (targetBeat != double.MinValue)
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{
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if (beat >= targetBeat + 9) Destroy(gameObject);
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}
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}
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}
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}
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} |