* 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
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			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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| 
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| using HeavenStudio.Util;
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| 
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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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| 
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|         public bool clapStarted = false;
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|         public bool canHit;
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| 
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|         private GameObject clapEffect;
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| 
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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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| 
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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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| 
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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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| 
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|             game.ScheduleInput(startBeat, length, ClappyTrio.InputAction_BasicPress, Just, Miss, Out);
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|         }
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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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| 
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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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| 
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|             if (clapStarted)
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|                 this.canHit = false;
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|         }
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| 
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|         private void Out(PlayerActionEvent caller) {}
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| 
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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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| 
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|                 if (clapStarted)
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|                     this.canHit = false;
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|             }
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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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| } |