Big Nail Carpenter Updates (#743)

* Made Nail half-speed, changed long nail from hold B to press B, touched up animations

- Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo!

- Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall

- Also touched up the animations to make them snappier and improve gamefeel

* Cleaned up animations a bit further, changed 'fusuma' to 'shoji'

* Further animation improvements

Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be

* Fixed touch controls

FIxed touch controls being a miss no matter what

* reimplemented touch mode whiffing

cuz i forgor

* fixed a sound effect playing at the wrong time

* spawning logic overhaul

also fixed issue where sweets would be hittable if a nail could be instead
cues at full speed for testing need to halve the speed of everything later

* remove stray sfx call

* add missing exclaim animations to the forced object types

* improve chunk based spawning

improve animator setup

* remove unused stuff

* new animations

girl randomly blinks
puddings bounce when passing the girl
nails pop out when missing

* fix the sweet break check

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
wookywok 2024-03-15 14:18:21 -05:00 committed by GitHub
parent a99a6f0380
commit 2fab37113d
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44 changed files with 4593 additions and 912 deletions

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m_StopTime: 0.05 m_StopTime: 0
m_OrientationOffsetY: 0 m_OrientationOffsetY: 0
m_Level: 0 m_Level: 0
m_CycleOffset: 0 m_CycleOffset: 0
@ -158,15 +131,6 @@ AnimationClip:
weightedMode: 0 weightedMode: 0
inWeight: 0.33333334 inWeight: 0.33333334
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3
time: 0.05
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2 m_PreInfinity: 2
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
@ -179,15 +143,6 @@ AnimationClip:
m_Curve: m_Curve:
- serializedVersion: 3 - serializedVersion: 3
time: 0 time: 0
value: -2.4
inSlope: 0
outSlope: Infinity
tangentMode: 97
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.05
value: -4.05 value: -4.05
inSlope: 0 inSlope: 0
outSlope: 0 outSlope: 0
@ -214,15 +169,6 @@ AnimationClip:
weightedMode: 0 weightedMode: 0
inWeight: 0.33333334 inWeight: 0.33333334
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3
time: 0.05
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2 m_PreInfinity: 2
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
@ -235,15 +181,6 @@ AnimationClip:
m_Curve: m_Curve:
- serializedVersion: 3 - serializedVersion: 3
time: 0 time: 0
value: 0
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.05
value: 1 value: 1
inSlope: Infinity inSlope: Infinity
outSlope: Infinity outSlope: Infinity
@ -263,34 +200,6 @@ AnimationClip:
m_Curve: m_Curve:
- serializedVersion: 3 - serializedVersion: 3
time: 0 time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.x
path: Crack
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -3.5
inSlope: 0
outSlope: Infinity
tangentMode: 97
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.05
value: -0.2 value: -0.2
inSlope: 0 inSlope: 0
outSlope: 0 outSlope: 0
@ -305,25 +214,6 @@ AnimationClip:
path: Crack path: Crack
classID: 4 classID: 4
script: {fileID: 0} script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.z
path: Crack
classID: 4
script: {fileID: 0}
m_EulerEditorCurves: [] m_EulerEditorCurves: []
m_HasGenericRootTransform: 1 m_HasGenericRootTransform: 1
m_HasMotionFloatCurves: 0 m_HasMotionFloatCurves: 0

View file

@ -8194,7 +8194,7 @@ MonoBehaviour:
m_faceColor: m_faceColor:
serializedVersion: 2 serializedVersion: 2
rgba: 4294967295 rgba: 4294967295
m_fontSize: 14 m_fontSize: 9.6
m_fontSizeBase: 14.3 m_fontSizeBase: 14.3
m_fontWeight: 400 m_fontWeight: 400
m_enableAutoSizing: 1 m_enableAutoSizing: 1
@ -13012,7 +13012,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 171581557} m_TargetGraphic: {fileID: 171581557}
m_HandleRect: {fileID: 171581556} m_HandleRect: {fileID: 171581556}
m_Direction: 2 m_Direction: 2
m_Value: 0 m_Value: 1
m_Size: 1 m_Size: 1
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
@ -24624,7 +24624,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 1589389271} m_HandleRect: {fileID: 1589389271}
m_Direction: 2 m_Direction: 2
m_Value: 1 m_Value: 1
m_Size: 0.9897467 m_Size: 1
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
@ -30367,7 +30367,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5} m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5} m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: 0, y: 121.101654} m_AnchoredPosition: {x: 0, y: 76.36734}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1} m_Pivot: {x: 0.5, y: 1}
--- !u!222 &1154875945 --- !u!222 &1154875945
@ -39827,8 +39827,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1220118245} m_TargetGraphic: {fileID: 1220118245}
m_HandleRect: {fileID: 1220118244} m_HandleRect: {fileID: 1220118244}
m_Direction: 2 m_Direction: 2
m_Value: 1.0000005 m_Value: 1.0000002
m_Size: 0.60513115 m_Size: 0.23447229
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:

View file

@ -304,7 +304,7 @@ namespace HeavenStudio.Games
{ {
foreach (var evt in scheduledInputs) foreach (var evt in scheduledInputs)
{ {
evt.Disable(); evt.QueueDeletion();
} }
} }

View file

@ -1,16 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using HeavenStudio.Util; using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_NailCarpenter namespace HeavenStudio.Games.Scripts_NailCarpenter
{ {
public class LongNail : MonoBehaviour public class LongNail : MonoBehaviour
{ {
public double targetBeat; public double targetBeat;
public float targetX;
public float metresPerSecond;
public Animator nailAnim; public Animator nailAnim;
private NailCarpenter game; private NailCarpenter game;
@ -19,48 +18,51 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
{ {
game = NailCarpenter.instance; game = NailCarpenter.instance;
game.ScheduleInput(targetBeat, 0.5f, NailCarpenter.InputAction_AltFinish, HammmerJust, HammmerMiss, Empty); game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_AltPress, HammmerJust, HammmerMiss, null);
// wrongInput // wrongInput
game.ScheduleUserInput(targetBeat, 0.5f, NailCarpenter.InputAction_BasicPress, weakHammmerJust, Empty, Empty); if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_RegPress, WeakHammmerJust, null, null);
}
Update();
} }
private void HammmerJust(PlayerActionEvent caller, float state) private void HammmerJust(PlayerActionEvent caller, float state)
{ {
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f); game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
nailAnim.DoScaledAnimationAsync( nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.5f); (state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
return; return;
} }
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong"); SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
nailAnim.DoScaledAnimationAsync("longNailHammered", 0.5f); nailAnim.DoScaledAnimationAsync("longNailHammered", 0.25f);
game.EyeAnim.DoScaledAnimationAsync("eyeSmile", 0.5f); game.Carpenter.DoScaledAnimationAsync("eyeSmile", 0.25f, animLayer: 1);
} }
private void weakHammmerJust(PlayerActionEvent caller, float state) private void WeakHammmerJust(PlayerActionEvent caller, float state)
{ {
game.ScoreMiss(); game.ScoreMiss();
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f); game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
nailAnim.DoScaledAnimationAsync( nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.5f); (state >= 1f ? "longNailBendRight" : "longNailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
return; return;
} }
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak"); SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
nailAnim.DoScaledAnimationAsync("longNailWeakHammered", 0.5f); nailAnim.DoScaledAnimationAsync("longNailWeakHammered", 0.25f);
} }
private void HammmerMiss(PlayerActionEvent caller) private void HammmerMiss(PlayerActionEvent caller)
{ {
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.5f); game.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
nailAnim.DoScaledAnimationAsync("longNailMiss", 0.5f);
} }
private void Empty(PlayerActionEvent caller) { }
private void Update() private void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
@ -68,6 +70,9 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
if (cond.isPlaying && !cond.isPaused) if (cond.isPlaying && !cond.isPaused)
{ {
double beat = cond.songPositionInBeats; double beat = cond.songPositionInBeats;
Vector3 pos = transform.position;
pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
transform.position = pos;
if (targetBeat != double.MinValue) if (targetBeat != double.MinValue)
{ {
if (beat >= targetBeat + 9) Destroy(gameObject); if (beat >= targetBeat + 9) Destroy(gameObject);

View file

@ -1,16 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using HeavenStudio.Util; using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_NailCarpenter namespace HeavenStudio.Games.Scripts_NailCarpenter
{ {
public class Nail : MonoBehaviour public class Nail : MonoBehaviour
{ {
public double targetBeat; public double targetBeat;
public float targetX;
public float metresPerSecond;
public Animator nailAnim; public Animator nailAnim;
private NailCarpenter game; private NailCarpenter game;
@ -19,45 +18,49 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
{ {
game = NailCarpenter.instance; game = NailCarpenter.instance;
game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_BasicPress, HammmerJust, HammmerMiss, Empty); game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_RegPress, HammmerJust, HammmerMiss, null);
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltFinish, strongHammmerJust, Empty, Empty); //wrong input
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltPress, StrongHammmerJust, null, null);
}
Update();
} }
private void HammmerJust(PlayerActionEvent caller, float state) private void HammmerJust(PlayerActionEvent caller, float state)
{ {
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f); game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
nailAnim.DoScaledAnimationAsync( nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.5f); (state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
return; return;
} }
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak"); SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
nailAnim.DoScaledAnimationAsync("nailHammered", 0.5f); nailAnim.DoScaledAnimationAsync("nailHammered", 0.25f);
} }
private void strongHammmerJust(PlayerActionEvent caller, float state) private void StrongHammmerJust(PlayerActionEvent caller, float state)
{ {
game.ScoreMiss(); game.ScoreMiss();
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f); game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
nailAnim.DoScaledAnimationAsync( nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.5f); (state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
return; return;
} }
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong"); SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
nailAnim.DoScaledAnimationAsync("nailStrongHammered", 0.5f); nailAnim.DoScaledAnimationAsync("nailStrongHammered", 0.25f);
} }
private void HammmerMiss(PlayerActionEvent caller) private void HammmerMiss(PlayerActionEvent caller)
{ {
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.5f); game.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
nailAnim.DoScaledAnimationAsync("nailMiss", 0.5f);
} }
private void Empty(PlayerActionEvent caller) { }
private void Update() private void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
@ -65,6 +68,9 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
if (cond.isPlaying && !cond.isPaused) if (cond.isPlaying && !cond.isPaused)
{ {
double beat = cond.songPositionInBeats; double beat = cond.songPositionInBeats;
Vector3 pos = transform.position;
pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
transform.position = pos;
if (targetBeat != double.MinValue) if (targetBeat != double.MinValue)
{ {
if (beat >= targetBeat + 9) Destroy(gameObject); if (beat >= targetBeat + 9) Destroy(gameObject);

View file

@ -16,43 +16,40 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("puddingNail", "Pudding Nail") new GameAction("puddingNail", "Pudding Nail")
{ {
function = delegate {NailCarpenter.instance.PlaySound();}, defaultLength = 8f,
defaultLength = 4f,
resizable = true resizable = true
}, },
new GameAction("cherryNail", "Cherry Nail") new GameAction("cherryNail", "Cherry Nail")
{ {
function = delegate {NailCarpenter.instance.PlaySound();}, defaultLength = 4f,
defaultLength = 2f,
resizable = true resizable = true
}, },
new GameAction("cakeNail", "Cake Nail") new GameAction("cakeNail", "Cake Nail")
{ {
function = delegate {NailCarpenter.instance.PlaySound();}, defaultLength = 4f,
defaultLength = 2f,
resizable = true resizable = true
}, },
new GameAction("cakeLongNail", "Cake Long Nail") new GameAction("cakeLongNail", "Cake Long Nail")
{ {
function = delegate {NailCarpenter.instance.PlaySound();}, defaultLength = 4f,
defaultLength = 2f,
resizable = true resizable = true
}, },
new GameAction("slideFusuma", "Slide Fusuma") new GameAction("slideFusuma", "Slide Shoji")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
NailCarpenter.instance.SlideFusuma(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]); NailCarpenter.instance.SlideShoji(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]);
}, },
defaultLength = 0.5f, defaultLength = 1f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("fillRatio", new EntityTypes.Float(0f, 1f, 0.3f), "Ratio", "Set the ratio of closing the fusuma."), new Param("fillRatio", new EntityTypes.Float(0f, 1f, 0.3f), "Ratio", "Set how much of the screen the shoji covers."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
new Param("mute", false, "Mute", "Toggle if the cue should be muted.") new Param("mute", false, "Mute", "Toggle if the cue should be muted.")
} }
}, },
}, },
new List<string>() { "pco", "normal" }, new List<string>() { "pco", "normal" },
"pconail", "en", "pconail", "en",
@ -68,27 +65,69 @@ namespace HeavenStudio.Games
public class NailCarpenter : Minigame public class NailCarpenter : Minigame
{ {
const double PATTERN_SEEK_TIME = 8.0;
[Serializable]
public struct ObjectPatternItem
{
public double beat;
public ObjectType type;
}
public enum ObjectType
{
Nail,
LongNail,
Sweet,
ForceCherry,
ForcePudding,
ForceCherryPudding,
ForceShortCake,
ForceLayerCake,
None,
LongCharge
}
struct ScheduledPattern
{
public double beat;
public double length;
public PatternType type;
}
enum PatternType
{
Pudding,
Cherry,
Cake,
CakeLong,
None
}
[SerializeField] ObjectPatternItem[] puddingPattern;
[SerializeField] ObjectPatternItem[] cherryPattern;
[SerializeField] ObjectPatternItem[] cakePattern;
[SerializeField] ObjectPatternItem[] cakeLongPattern;
[SerializeField] float scrollMetresPerBeat = 4f;
[SerializeField] float boardWidth = 19.2f;
public GameObject baseNail; public GameObject baseNail;
public GameObject baseLongNail; public GameObject baseLongNail;
public GameObject baseSweet; public GameObject baseSweet;
public Animator Carpenter; public Animator Carpenter;
public Animator EyeAnim;
public Animator EffectExclamRed; public Animator EffectExclamRed;
public Animator EffectExclamBlue; public Animator EffectExclamBlue;
public Transform scrollingHolder; public Transform scrollingHolder;
public Transform nailHolder; public Transform nailHolder;
public Transform boardTrans; public Transform boardTrans;
public Transform fusumaTrans; public Transform shojiTrans;
const float nailDistance = -8f;
const float boardWidth = 19.2f;
float scrollRate => nailDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
private bool missed; private bool missed;
private bool hasSlurped; private bool hasSlurped;
const int IAAltDownCat = IAMAXCAT; const int IAAltDownCat = IAMAXCAT;
const int IAAltUpCat = IAMAXCAT + 1; const int IASweetsCat = IAMAXCAT + 1;
protected static bool IA_PadAltPress(out double dt) protected static bool IA_PadAltPress(out double dt)
{ {
@ -98,30 +137,46 @@ namespace HeavenStudio.Games
{ {
return PlayerInput.GetSqueezeDown(out dt); return PlayerInput.GetSqueezeDown(out dt);
} }
protected static bool IA_TouchRegularPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& !instance.IsExpectingInputNow(InputAction_AltPress);
}
protected static bool IA_TouchAltPress(out double dt) protected static bool IA_TouchAltPress(out double dt)
{ {
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt) return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_AltStart); && instance.IsExpectingInputNow(InputAction_AltPress)
&& !instance.IsExpectingInputNow(InputAction_RegPress);
} }
protected static bool IA_PadAltRelease(out double dt) protected static bool IA_PadSweetsCheck(out double dt)
{ {
return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt); return (PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt))
&& !(instance.IsExpectingInputNow(InputAction_RegPress) || instance.IsExpectingInputNow(InputAction_AltPress));
} }
protected static bool IA_BatonAltRelease(out double dt) protected static bool IA_BatonSweetsCheck(out double dt)
{ {
return PlayerInput.GetSqueezeUp(out dt); return (PlayerInput.GetBatonDown(InputController.ActionsBaton.Face, out dt)
|| PlayerInput.GetSqueezeDown(out dt))
&& !(instance.IsExpectingInputNow(InputAction_RegPress) || instance.IsExpectingInputNow(InputAction_AltPress));
}
protected static bool IA_TouchSweetsCheck(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& !(instance.IsExpectingInputNow(InputAction_RegPress) || instance.IsExpectingInputNow(InputAction_AltPress));
} }
public static PlayerInput.InputAction InputAction_AltStart = public static PlayerInput.InputAction InputAction_RegPress =
new("PcoNailRegStart", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadBasicPress, IA_TouchRegularPress, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_AltPress =
new("PcoNailAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat }, new("PcoNailAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress); IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
public static PlayerInput.InputAction InputAction_AltFinish = public static PlayerInput.InputAction InputAction_SweetsHit =
new("PcoNailAltFinish", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat }, new("PcoNailSweetsHit", new int[] { IASweetsCat, IASweetsCat, IASweetsCat },
IA_PadAltRelease, IA_TouchFlick, IA_BatonAltRelease); IA_PadSweetsCheck, IA_TouchSweetsCheck, IA_BatonSweetsCheck);
public static PlayerInput.InputAction InputAction_TouchRelease =
new("PcoNailTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_Empty, IA_TouchBasicRelease, IA_Empty);
public static NailCarpenter instance; public static NailCarpenter instance;
@ -131,183 +186,102 @@ namespace HeavenStudio.Games
instance = this; instance = this;
} }
List<ScheduledPattern> scheduledPatterns = new List<ScheduledPattern>();
double patternStartBeat, gameStartBeat;
PatternType patternType, lastPatternType;
int patternIndex, lastPatternIndex = -1;
double slideBeat = double.MaxValue; double slideBeat = double.MaxValue;
double slideLength; double slideLength;
double cachedPatternLengthPudding, cachedPatternLengthCherry, cachedPatternLengthCake, cachedPatternLengthCakeLong;
Util.EasingFunction.Ease slideEase; Util.EasingFunction.Ease slideEase;
float slideRatioLast = 0, slideRatioNext = 0; float slideRatioLast = 0, slideRatioNext = 0;
void Start()
{
if (!conductor.isPlaying) return;
UpdatePatterns();
}
public override void OnBeatPulse(double beat)
{
if (!IsExpectingInputNow(InputAction_AltPress) && UnityEngine.Random.value < 0.1f)
{
Carpenter.Play("eyeBlinkFast", 1, 0);
}
}
void Update() void Update()
{ {
var cond = Conductor.instance; var currentBeat = conductor.songPositionInBeatsAsDouble;
var currentBeat = cond.songPositionInBeatsAsDouble;
if (!cond.isPlaying) return; if (!conductor.isPlaying) return;
// Debug.Log(newBeat); if (PlayerInput.GetIsAction(InputAction_RegPress) && !IsExpectingInputNow(InputAction_RegPress))
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{ {
ScoreMiss();
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f); Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
hasSlurped = false; hasSlurped = false;
// ScoreMiss();
} }
if (PlayerInput.GetIsAction(InputAction_AltFinish) && !IsExpectingInputNow(InputAction_AltFinish)) if (PlayerInput.GetIsAction(InputAction_AltPress) && !IsExpectingInputNow(InputAction_AltPress))
{ {
ScoreMiss();
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f); Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
hasSlurped = false; hasSlurped = false;
// ScoreMiss();
} }
// Object scroll.
var scrollPos = scrollingHolder.localPosition;
var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
// Board scroll. // Board scroll.
var boardPos = boardTrans.localPosition; var boardPos = boardTrans.localPosition;
var newBoardX = boardPos.x + (scrollRate * Time.deltaTime); var newBoardX = currentBeat * scrollMetresPerBeat;
newBoardX %= boardWidth; newBoardX %= boardWidth;
boardTrans.localPosition = new Vector3(newBoardX, boardPos.y, boardPos.z); boardTrans.localPosition = new Vector3((float)newBoardX, boardPos.y, boardPos.z);
UpdateFusuma(currentBeat); UpdatePatterns();
UpdateShoji(currentBeat);
} }
public override void OnGameSwitch(double beat) public override void OnGameSwitch(double beat)
{ {
double startBeat; cachedPatternLengthPudding = puddingPattern[^1].beat;
cachedPatternLengthCherry = cherryPattern[^1].beat;
cachedPatternLengthCake = cakePattern[^1].beat;
cachedPatternLengthCakeLong = cakeLongPattern[^1].beat;
double endBeat = double.MaxValue; double endBeat = double.MaxValue;
var entities = GameManager.instance.Beatmap.Entities; var entities = gameManager.Beatmap.Entities;
startBeat = beat; gameStartBeat = beat;
patternStartBeat = gameStartBeat;
// find out when the next game switch (or remix end) happens // find out when the next game switch (or remix end) happens
RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > startBeat); RiqEntity firstEnd = entities.Find(c => (c.datamodel.StartsWith("gameManager/switchGame") || c.datamodel.Equals("gameManager/end")) && c.beat > gameStartBeat);
endBeat = firstEnd?.beat ?? double.MaxValue; endBeat = firstEnd?.beat ?? endBeat;
// Nail events. List<RiqEntity> events = entities.FindAll(v => (v.datamodel is "nailCarpenter/puddingNail" or "nailCarpenter/cherryNail" or "nailCarpenter/cakeNail" or "nailCarpenter/cakeLongNail") && v.beat >= gameStartBeat && v.beat < endBeat);
List<RiqEntity> pudNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/puddingNail"); scheduledPatterns.Clear();
List<RiqEntity> chrNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cherryNail"); patternIndex = 0;
List<RiqEntity> cakeNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cakeNail"); foreach (var evt in events)
List<RiqEntity> cklNailEvents = entities.FindAll(v => v.datamodel == "nailCarpenter/cakeLongNail");
var cherryTargetBeats = new List<double>(){};
// Spawn cake and nail.
for (int i = 0; i < cakeNailEvents.Count; i++) {
var nailBeat = cakeNailEvents[i].beat;
var nailLength = cakeNailEvents[i].length;
// Only consider nailgie events that aren't past the start point.
if (startBeat <= nailBeat + nailLength) {
int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
for (int b = 0; b < nailInEvent; b++)
{ {
var targetNailBeat = nailBeat + (2f * b); if (evt.length == 0) continue;
if (startBeat <= targetNailBeat && targetNailBeat < endBeat) int patternDivisions = (int)Math.Ceiling(evt.length / PATTERN_SEEK_TIME);
PatternType patternType = evt.datamodel switch
{ {
sounds.Add(new MultiSound.Sound("nailCarpenter/alarm", targetNailBeat)); "nailCarpenter/puddingNail" => PatternType.Pudding,
BeatAction.New(instance, new List<BeatAction.Action>() "nailCarpenter/cherryNail" => PatternType.Cherry,
"nailCarpenter/cakeNail" => PatternType.Cake,
"nailCarpenter/cakeLongNail" => PatternType.CakeLong,
_ => throw new NotImplementedException()
};
for (int i = 0; i < patternDivisions; i++)
{ {
new BeatAction.Action(targetNailBeat, delegate var pattern = new ScheduledPattern
{ {
EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.5f); beat = evt.beat + (PATTERN_SEEK_TIME * i),
}) length = Math.Min(evt.length - (PATTERN_SEEK_TIME * i), PATTERN_SEEK_TIME),
}); type = patternType
SpawnSweet(targetNailBeat, startBeat, };
(b==0 ? Sweet.sweetsType.ShortCake : Sweet.sweetsType.Cherry)); scheduledPatterns.Add(pattern);
SpawnNail(targetNailBeat+0.5f, startBeat);
SpawnSweet(targetNailBeat+1.0f, startBeat, Sweet.sweetsType.Cherry);
SpawnNail(targetNailBeat+1.25f, startBeat);
SpawnNail(targetNailBeat+1.75f, startBeat);
}
}
cherryTargetBeats.Add(nailBeat + 2f * nailInEvent);
}
}
// Spawn pudding and nail.
for (int i = 0; i < pudNailEvents.Count; i++) {
var nailBeat = pudNailEvents[i].beat;
var nailLength = pudNailEvents[i].length;
// Only consider nailgie events that aren't past the start point.
if (startBeat <= nailBeat + nailLength) {
int nailInEvent = Mathf.CeilToInt(nailLength);
for (int b = 0; b < nailInEvent; b++)
{
var targetNailBeat = nailBeat + (1f * b);
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
{
sounds.Add(new MultiSound.Sound("nailCarpenter/one", targetNailBeat));
SpawnSweet(targetNailBeat, startBeat,
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
Sweet.sweetsType.Pudding));
SpawnNail(targetNailBeat+0.5f, startBeat);
}
}
}
}
// Spawn cherrypudding and nail.
for (int i = 0; i < chrNailEvents.Count; i++) {
var nailBeat = chrNailEvents[i].beat;
var nailLength = chrNailEvents[i].length;
// Only consider nailgie events that aren't past the start point.
if (startBeat <= nailBeat + nailLength) {
int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
for (int b = 0; b < nailInEvent; b++)
{
var targetNailBeat = nailBeat + (2f * b);
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
{
sounds.Add(new MultiSound.Sound("nailCarpenter/three", targetNailBeat));
SpawnSweet(targetNailBeat, startBeat,
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
Sweet.sweetsType.CherryPudding));
SpawnNail(targetNailBeat+0.5f, startBeat);
SpawnNail(targetNailBeat+1.0f, startBeat);
SpawnNail(targetNailBeat+1.5f, startBeat);
}
}
}
}
// Spawn long nail.
for (int i = 0; i < cklNailEvents.Count; i++) {
var nailBeat = cklNailEvents[i].beat;
var nailLength = cklNailEvents[i].length;
// Only consider nailgie events that aren't past the start point.
if (startBeat <= nailBeat + nailLength) {
int nailInEvent = Mathf.CeilToInt(nailLength + 1) / 2;
for (int b = 0; b < nailInEvent; b++)
{
var targetNailBeat = nailBeat + (2f * b);
if (startBeat <= targetNailBeat && targetNailBeat < endBeat)
{
sounds.Add(new MultiSound.Sound("nailCarpenter/signal1", targetNailBeat));
sounds.Add(new MultiSound.Sound("nailCarpenter/signal2", targetNailBeat+1f));
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(targetNailBeat, delegate
{
EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.5f);
}),
new BeatAction.Action(targetNailBeat+1f, delegate
{
Carpenter.DoScaledAnimationAsync("carpenterArmUp", 0.5f);
}),
});
SpawnSweet(targetNailBeat, startBeat,
(IsInRange(cherryTargetBeats, targetNailBeat) ? Sweet.sweetsType.Cherry :
Sweet.sweetsType.LayerCake));
SpawnNail(targetNailBeat+0.5f, startBeat);
SpawnLongNail(targetNailBeat+1f, startBeat);
}
}
} }
} }
} }
@ -317,16 +291,47 @@ namespace HeavenStudio.Games
OnGameSwitch(beat); OnGameSwitch(beat);
} }
public void SlideFusuma(double beat, double length, float fillRatio, int ease, bool mute) void UpdatePatterns()
{ {
if (!mute) MultiSound.Play(new MultiSound.Sound[]{ new MultiSound.Sound("nailCarpenter/open", beat)}); double beat = conductor.songPositionInBeatsAsDouble;
while (patternStartBeat < beat + PATTERN_SEEK_TIME)
{
if (patternIndex < scheduledPatterns.Count)
{
var pattern = scheduledPatterns[patternIndex];
if (pattern.type == PatternType.None)
{
patternIndex++;
continue;
}
if (pattern.beat + pattern.length < patternStartBeat)
{
patternIndex++;
continue;
}
SpawnPattern(pattern.beat, pattern.length, pattern.type);
patternStartBeat = pattern.beat + pattern.length;
lastPatternIndex = patternIndex;
patternIndex++;
}
else
{
break;
}
}
}
public void SlideShoji(double beat, double length, float fillRatio, int ease, bool mute)
{
if (!mute) SoundByte.PlayOneShotGame("nailCarpenter/open", beat, forcePlay: true);
slideBeat = beat; slideBeat = beat;
slideLength = length; slideLength = length;
slideEase = (Util.EasingFunction.Ease)ease; slideEase = (Util.EasingFunction.Ease)ease;
slideRatioLast = slideRatioNext; slideRatioLast = slideRatioNext;
slideRatioNext = fillRatio; slideRatioNext = fillRatio;
} }
void UpdateFusuma(double beat)
void UpdateShoji(double beat)
{ {
if (beat >= slideBeat) if (beat >= slideBeat)
{ {
@ -336,7 +341,143 @@ namespace HeavenStudio.Games
float slideProg = Conductor.instance.GetPositionFromBeat(slideBeat, slideLength, true); float slideProg = Conductor.instance.GetPositionFromBeat(slideBeat, slideLength, true);
slideProg = Mathf.Clamp01(slideProg); slideProg = Mathf.Clamp01(slideProg);
float slide = func(slideLast, slideNext, slideProg); float slide = func(slideLast, slideNext, slideProg);
fusumaTrans.localPosition = new Vector3(slide, 0, 0); shojiTrans.localPosition = new Vector3(slide, 0, 0);
}
}
private void SpawnPattern(double beat, double length, PatternType pattern)
{
if (pattern == PatternType.None) return;
double patternLength = pattern switch
{
PatternType.Pudding => cachedPatternLengthPudding,
PatternType.Cherry => cachedPatternLengthCherry,
PatternType.Cake => cachedPatternLengthCake,
PatternType.CakeLong => cachedPatternLengthCakeLong,
_ => throw new NotImplementedException()
};
patternType = pattern;
int patternIterations = (int)Math.Ceiling(length / patternLength);
for (int i = 0; i < patternIterations; i++)
{
SpawnPatternSegment(beat + (patternLength * i), gameStartBeat, pattern switch
{
PatternType.Pudding => puddingPattern,
PatternType.Cherry => cherryPattern,
PatternType.Cake => cakePattern,
PatternType.CakeLong => cakeLongPattern,
_ => throw new NotImplementedException()
});
lastPatternType = patternType;
}
}
private void SpawnPatternSegment(double beat, double startbeat, ObjectPatternItem[] pattern)
{
foreach (var item in pattern)
{
double itemBeat = beat + item.beat;
switch (item.type)
{
case ObjectType.LongCharge:
SoundByte.PlayOneShotGame("nailCarpenter/signal2", itemBeat, forcePlay: true);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(itemBeat, delegate
{
Carpenter.DoScaledAnimationAsync("carpenterArmUp", 0.25f);
}),
});
break;
case ObjectType.Nail:
SpawnNail(itemBeat, startbeat);
break;
case ObjectType.LongNail:
SpawnLongNail(itemBeat, startbeat);
break;
case ObjectType.Sweet:
// dynamically determine sweet based on pattern and last pattern
Sweet.sweetsType sweetType = Sweet.sweetsType.None;
switch (patternType)
{
case PatternType.Pudding:
SoundByte.PlayOneShotGame("nailCarpenter/one", itemBeat, forcePlay: true);
sweetType = Sweet.sweetsType.Pudding;
break;
case PatternType.Cherry:
SoundByte.PlayOneShotGame("nailCarpenter/three", itemBeat, forcePlay: true);
sweetType = Sweet.sweetsType.CherryPudding;
break;
case PatternType.Cake:
SoundByte.PlayOneShotGame("nailCarpenter/alarm", itemBeat, forcePlay: true);
sweetType = Sweet.sweetsType.ShortCake;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(itemBeat, delegate
{
EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.25f);
})
});
break;
case PatternType.CakeLong:
SoundByte.PlayOneShotGame("nailCarpenter/signal1", itemBeat, forcePlay: true);
sweetType = Sweet.sweetsType.LayerCake;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(itemBeat, delegate
{
EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.25f);
}),
});
break;
default:
break;
}
if (lastPatternType == PatternType.Cake)
{
SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Cherry);
}
else if (sweetType != Sweet.sweetsType.None)
{
SpawnSweet(itemBeat, startbeat, sweetType);
}
break;
case ObjectType.ForceCherry:
SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Cherry);
break;
case ObjectType.ForcePudding:
SoundByte.PlayOneShotGame("nailCarpenter/one", itemBeat);
SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.Pudding);
break;
case ObjectType.ForceCherryPudding:
SoundByte.PlayOneShotGame("nailCarpenter/three", itemBeat, forcePlay: true);
SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.CherryPudding);
break;
case ObjectType.ForceShortCake:
SoundByte.PlayOneShotGame("nailCarpenter/alarm", itemBeat, forcePlay: true);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(itemBeat, delegate
{
EffectExclamRed.DoScaledAnimationAsync("exclamAppear", 0.25f);
})
});
SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.ShortCake);
break;
case ObjectType.ForceLayerCake:
SoundByte.PlayOneShotGame("nailCarpenter/signal1", itemBeat, forcePlay: true);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(itemBeat, delegate
{
EffectExclamBlue.DoScaledAnimationAsync("exclamAppear", 0.25f);
}),
});
SpawnSweet(itemBeat, startbeat, Sweet.sweetsType.LayerCake);
break;
default:
break;
}
} }
} }
@ -345,9 +486,9 @@ namespace HeavenStudio.Games
var newNail = Instantiate(baseNail, nailHolder).GetComponent<Nail>(); var newNail = Instantiate(baseNail, nailHolder).GetComponent<Nail>();
newNail.targetBeat = beat; newNail.targetBeat = beat;
newNail.targetX = nailHolder.position.x;
newNail.metresPerSecond = scrollMetresPerBeat;
var nailX = (beat - startBeat) * -nailDistance / 2f;
newNail.transform.localPosition = new Vector3((float)nailX, 0f, 0f);
newNail.Init(); newNail.Init();
newNail.gameObject.SetActive(true); newNail.gameObject.SetActive(true);
} }
@ -356,9 +497,9 @@ namespace HeavenStudio.Games
var newNail = Instantiate(baseLongNail, nailHolder).GetComponent<LongNail>(); var newNail = Instantiate(baseLongNail, nailHolder).GetComponent<LongNail>();
newNail.targetBeat = beat; newNail.targetBeat = beat;
newNail.targetX = nailHolder.position.x;
newNail.metresPerSecond = scrollMetresPerBeat;
var nailX = (beat - startBeat + 0.5f) * -nailDistance / 2f;
newNail.transform.localPosition = new Vector3((float)nailX, 0f, 0f);
newNail.Init(); newNail.Init();
newNail.gameObject.SetActive(true); newNail.gameObject.SetActive(true);
} }
@ -368,37 +509,11 @@ namespace HeavenStudio.Games
newSweet.targetBeat = beat; newSweet.targetBeat = beat;
newSweet.sweetType = sweetType; newSweet.sweetType = sweetType;
newSweet.targetX = nailHolder.position.x;
newSweet.metresPerSecond = scrollMetresPerBeat;
var sweetX = (beat - startBeat) * -nailDistance / 2f;
newSweet.transform.localPosition = new Vector3((float)sweetX, 0f, 0f);
newSweet.gameObject.SetActive(true); newSweet.gameObject.SetActive(true);
newSweet.Init(); newSweet.Init();
} }
bool IsInRange(List<double> list, double num)
{
foreach (double item in list)
{
if (num >= item && num <= item + 0.25f)
{
return true;
}
}
return false;
}
// MultiSound.Play may not work in OnPlay (OnGameSwitch?), so I play the audio using an alternative method.
List<MultiSound.Sound> sounds = new List<MultiSound.Sound>(){};
bool isPlayed = false;
public void PlaySound()
{
if (isPlayed) return;
if (sounds.Count > 0) {
MultiSound.Play(sounds.ToArray());
isPlayed = true;
sounds = null;
}
}
} }
} }

View file

@ -1,8 +1,5 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using HeavenStudio.Util; using HeavenStudio.Util;
@ -11,12 +8,16 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
public class Sweet : MonoBehaviour public class Sweet : MonoBehaviour
{ {
public double targetBeat; public double targetBeat;
public float targetX;
public float metresPerSecond;
public sweetsType sweetType; public sweetsType sweetType;
public Animator sweetAnim; public Animator sweetAnim;
// public SpriteRenderer sweetSprite;
bool broken = false;
public enum sweetsType public enum sweetsType
{ {
None = -1,
Pudding = 0, Pudding = 0,
CherryPudding = 1, CherryPudding = 1,
ShortCake = 2, ShortCake = 2,
@ -29,11 +30,27 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
public void Init() public void Init()
{ {
game = NailCarpenter.instance; game = NailCarpenter.instance;
broken = false;
AwakeAnim(); AwakeAnim();
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_BasicPress, HammmerJust, Empty, Empty); game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_SweetsHit, HammmerJust, null, null);
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltFinish, HammmerJust, Empty, Empty); Update();
if (sweetType == sweetsType.Pudding)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(targetBeat, delegate
{
if (!broken)
{
sweetAnim.Play("puddingBeat", -1, 0);
} }
})
});
}
}
private void AwakeAnim() private void AwakeAnim()
{ {
switch (sweetType) switch (sweetType)
@ -55,24 +72,26 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
break; break;
} }
} }
private void BreakAnim() private void BreakAnim()
{ {
broken = true;
switch (sweetType) switch (sweetType)
{ {
case sweetsType.Pudding: case sweetsType.Pudding:
sweetAnim.DoScaledAnimationAsync("puddingBreak", 0.5f); sweetAnim.DoScaledAnimationAsync("puddingBreak", 0.25f);
break; break;
case sweetsType.CherryPudding: case sweetsType.CherryPudding:
sweetAnim.DoScaledAnimationAsync("cherryPuddingBreak", 0.5f); sweetAnim.DoScaledAnimationAsync("cherryPuddingBreak", 0.25f);
break; break;
case sweetsType.ShortCake: case sweetsType.ShortCake:
sweetAnim.DoScaledAnimationAsync("shortCakeBreak", 0.5f); sweetAnim.DoScaledAnimationAsync("shortCakeBreak", 0.25f);
break; break;
case sweetsType.Cherry: case sweetsType.Cherry:
sweetAnim.DoScaledAnimationAsync("cherryBreak", 0.5f); sweetAnim.DoScaledAnimationAsync("cherryBreak", 0.25f);
break; break;
case sweetsType.LayerCake: case sweetsType.LayerCake:
sweetAnim.DoScaledAnimationAsync("layerCakeBreak", 0.5f); sweetAnim.DoScaledAnimationAsync("layerCakeBreak", 0.25f);
break; break;
} }
} }
@ -81,13 +100,9 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
{ {
game.ScoreMiss(); game.ScoreMiss();
BreakAnim(); BreakAnim();
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.5f); game.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
SoundByte.PlayOneShot("miss");
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.5f);
} }
private void Empty(PlayerActionEvent caller) { }
private void Update() private void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
@ -95,6 +110,9 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
if (cond.isPlaying && !cond.isPaused) if (cond.isPlaying && !cond.isPaused)
{ {
double beat = cond.songPositionInBeats; double beat = cond.songPositionInBeats;
Vector3 pos = transform.position;
pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
transform.position = pos;
if (targetBeat != double.MinValue) if (targetBeat != double.MinValue)
{ {
if (beat >= targetBeat + 9) Destroy(gameObject); if (beat >= targetBeat + 9) Destroy(gameObject);