3002e48350
* 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
106 lines
3 KiB
C#
106 lines
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 System;
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namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
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{
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using HeavenStudio.Util;
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public class Blocks : MonoBehaviour
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{
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public double createBeat;
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public float createLength;
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public Animator anim;
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private bool moving = true;
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private BuiltToScaleDS game;
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double windupBeat;
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double hitBeat;
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double sinkBeat;
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private void Awake()
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{
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game = BuiltToScaleDS.instance;
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}
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private void Start()
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{
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windupBeat = createBeat + (createLength * 4f);
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hitBeat = windupBeat + createLength;
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sinkBeat = hitBeat + (createLength * 2f);
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game.ScheduleInput(windupBeat, createLength, BuiltToScaleDS.InputAction_FlickPress, Just, Miss, Out);
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}
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private void Update()
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{
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if (!moving) return;
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double currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
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var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
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if ((PlayerInput.CurrentControlStyle != InputSystem.InputController.ControlStyles.Touch || !PlayerInput.PlayerHasControl())
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&& currentBeat > windupBeat && currentBeat < hitBeat
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&& !shooterState.IsName("Windup")
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&& !game.lastShotOut)
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{
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game.shooterAnim.Play("Windup", 0, 0);
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}
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if (moving && currentBeat < sinkBeat)
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game.SetBlockTime(this, createBeat, createLength);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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// near miss
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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// hit
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Hit();
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}
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private void Miss(PlayerActionEvent caller)
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{
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double sinkBeat = hitBeat + (createLength * 2f);
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MultiSound.Play(
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new MultiSound.Sound[] {
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new MultiSound.Sound("builtToScaleDS/Sink", sinkBeat),
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}, forcePlay: true
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);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(sinkBeat, delegate { moving = false; }),
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});
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}
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private void Out(PlayerActionEvent caller) {}
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void Hit()
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{
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moving = false;
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game.shootingThisFrame = true;
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game.Shoot();
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game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
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Destroy(gameObject);
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SoundByte.PlayOneShotGame("builtToScaleDS/Hit");
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}
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void NearMiss()
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{
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moving = false;
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game.shootingThisFrame = true;
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game.Shoot();
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game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
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Destroy(gameObject);
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SoundByte.PlayOneShotGame("builtToScaleDS/Crumble");
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}
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}
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} |