HeavenStudio/Assets/Scripts/Games/ForkLifter/ForkLifterPlayer.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

156 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_ForkLifter
{
public class ForkLifterPlayer : MonoBehaviour
{
public static ForkLifterPlayer instance { get; set; }
[Header("Objects")]
public Sprite hitFX;
public Sprite hitFXG;
public Sprite hitFXMiss;
public Sprite hitFX2;
public Transform early, perfect, late;
private Animator anim;
private int currentHitInList = 0;
public bool shouldBop;
public int currentEarlyPeasOnFork;
public int currentPerfectPeasOnFork;
public int currentLatePeasOnFork;
private double lastReportedBeat;
private bool isEating = false;
// Burger shit
public bool topbun, middleburger, bottombun;
// -----------
private void Awake()
{
instance = this;
anim = GetComponent<Animator>();
}
private void LateUpdate()
{
if (PlayerInput.GetIsAction(ForkLifter.InputAction_BasicPress, out _) && !ForkLifter.instance.IsExpectingInputNow(ForkLifter.InputAction_BasicPress.inputLockCategory))
{
Stab(null);
}
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && shouldBop)
{
SingleBop();
}
}
public void SingleBop()
{
anim.DoScaledAnimationAsync("Player_Bop", 0.5f);
}
public void Eat()
{
if (currentEarlyPeasOnFork != 0 || currentPerfectPeasOnFork != 0 || currentLatePeasOnFork != 0)
{
anim.Play("Player_Eat", 0, 0);
isEating = true;
}
}
// used in an animation event
public void EatConfirm()
{
if (topbun && middleburger && bottombun)
{
SoundByte.PlayOneShotGame("forkLifter/burger");
}
else
{
if (currentEarlyPeasOnFork > 0 || currentLatePeasOnFork > 0)
{
SoundByte.PlayOneShotGame($"forkLifter/cough_{Random.Range(1, 3)}");
}
else
{
SoundByte.PlayOneShotGame("forkLifter/gulp");
}
}
RemoveObjFromFork();
}
public void RemoveObjFromFork()
{
for (int i = 0; i < early.transform.childCount; i++)
{
Destroy(early.transform.GetChild(i).gameObject);
}
for (int i = 0; i < perfect.transform.childCount; i++)
{
Destroy(perfect.transform.GetChild(i).gameObject);
}
for (int i = 0; i < late.transform.childCount; i++)
{
Destroy(late.transform.GetChild(i).gameObject);
}
currentEarlyPeasOnFork = 0;
currentPerfectPeasOnFork = 0;
currentLatePeasOnFork = 0;
isEating = false;
topbun = false; middleburger = false; bottombun = false;
}
public void Stab(Pea p)
{
if (isEating) return;
if (p == null)
{
SoundByte.PlayOneShotGame("forkLifter/stabnohit");
}
anim.Play("Player_Stab", 0, 0);
}
public void FastEffectHit(int type)
{
GameObject hitFX2o = new GameObject();
hitFX2o.transform.localPosition = new Vector3(0.11f, -2.15f);
hitFX2o.transform.localScale = new Vector3(5.401058f, 1.742697f);
hitFX2o.transform.localRotation = Quaternion.Euler(0, 0, -38.402f);
SpriteRenderer hfx2s = hitFX2o.AddComponent<SpriteRenderer>();
if (type == 2)
hfx2s.sprite = hitFXG;
else
hfx2s.sprite = hitFX2;
hfx2s.sortingOrder = -5;
hfx2s.DOColor(new Color(1, 1, 1, 0), 0.07f).OnComplete(delegate { Destroy(hitFX2o); });
}
public void HitFXMiss(Vector2 pos, Vector2 size)
{
GameObject hitFXo = new GameObject();
hitFXo.transform.localPosition = new Vector3(pos.x, pos.y);
hitFXo.transform.localScale = new Vector3(size.x, size.y);
SpriteRenderer hfxs = hitFXo.AddComponent<SpriteRenderer>();
hfxs.sprite = hitFXMiss;
hfxs.sortingOrder = 100;
hfxs.DOColor(new Color(1, 1, 1, 0), 0.05f).OnComplete(delegate { Destroy(hitFXo); });
}
}
}