HeavenStudio/Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

162 lines
5.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{
public class Tweezers : MonoBehaviour
{
public int hitOnFrame;
[NonSerialized] public Animator anim;
private Animator vegetableAnim;
private RhythmTweezers game;
private bool pluckingThisFrame;
private bool holdingHair;
public SpriteRenderer heldHairSprite;
public Transform tweezerSpriteTrans;
private double passTurnBeat = -1;
private double passTurnEndBeat = -1;
[NonSerialized] public int hairsLeft;
private int eyeSize = 0;
private void Awake()
{
anim = GetComponent<Animator>();
vegetableAnim = RhythmTweezers.instance.VegetableAnimator;
game = RhythmTweezers.instance;
}
public void Init(double beat, double endBeat)
{
passTurnBeat = beat;
passTurnEndBeat = endBeat;
Update();
}
private void Update()
{
if (passTurnBeat != -1)
{
// Set tweezer angle.
float tweezerTime = Conductor.instance.GetPositionFromBeat(passTurnBeat, Math.Max(passTurnEndBeat - 1f - passTurnBeat, 1));
var unclampedAngle = -58f + (116 * tweezerTime);
var tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
// Set tweezer to follow vegetable.
var currentTweezerPos = transform.localPosition;
var vegetablePos = game.Vegetable.transform.localPosition;
var vegetableHolderPos = game.VegetableHolder.transform.localPosition;
transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
if (tweezerAngle == 180)
{
Destroy(gameObject);
}
}
if (PlayerInput.GetIsAction(RhythmTweezers.InputAction_Press) && !game.IsExpectingInputNow(RhythmTweezers.InputAction_Press))
{
DropHeldHair();
anim.Play("Tweezers_Pluck", 0, 0);
}
}
private void LateUpdate()
{
}
public void Pluck(bool ace, Hair hair)
{
DropHeldHair();
if (hair == null) return;
if (ace)
{
SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
hair.hairSprite.SetActive(false);
hair.stubbleSprite.SetActive(true);
hairsLeft--;
eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
if (hairsLeft <= 0)
vegetableAnim.Play("HopFinal", 0, 0);
else
vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
anim.Play("Tweezers_Pluck_Success", 0, 0);
}
else
{
SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
SoundByte.PlayOneShot("miss");
hair.hairSprite.SetActive(false);
hair.missedSprite.SetActive(true);
vegetableAnim.Play("Blink", 0, 0);
anim.Play("Tweezers_Pluck_Fail", 0, 0);
}
// pluckingThisFrame = true; // Prevents standard pluck from playing in LateUpdate().
holdingHair = true;
}
public void LongPluck(bool ace, LongHair hair)
{
DropHeldHair();
if (hair == null) return;
if (ace)
{
SoundByte.PlayOneShotGame("rhythmTweezers/longPullEnd");
hair.hairSprite.SetActive(false);
hair.stubbleSprite.SetActive(true);
// Making transparent instead of disabling because animators are silly.
hair.loop.GetComponent<SpriteRenderer>().color = Color.clear;
hairsLeft--;
eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
if (hairsLeft <= 0)
vegetableAnim.Play("HopFinal", 0, 0);
else
vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
anim.Play("Tweezers_Pluck_Success", 0, 0);
}
// pluckingThisFrame = true;
holdingHair = true;
}
public void DropHeldHair()
{
if (!holdingHair) return;
var droppedHair = GameObject.Instantiate(game.pluckedHairBase, game.DroppedHairsHolder.transform).GetComponent<SpriteRenderer>();
droppedHair.gameObject.SetActive(true);
droppedHair.transform.position = heldHairSprite.transform.position;
droppedHair.transform.rotation = heldHairSprite.transform.rotation;
droppedHair.sprite = heldHairSprite.sprite;
// Make the hair spin.
// (The prefab has a Rigidbody2D component already so that it falls)
droppedHair.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
holdingHair = false;
}
}
}