HeavenStudio/Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* 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
2023-10-29 19:44:47 +00:00

106 lines
3 KiB
C#

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