HeavenStudio/Assets/Scripts/Games/MrUpbeat/UpbeatMan.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

86 lines
2.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using TMPro;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MrUpbeat
{
public class UpbeatMan : MonoBehaviour
{
[Header("References")]
[SerializeField] Animator anim;
[SerializeField] Animator blipAnim;
[SerializeField] GameObject[] shadows;
[SerializeField] TMP_Text blipText;
public int blipSize = 0;
public bool shouldGrow;
public bool shouldBlip = true;
public string blipString = "M";
static MrUpbeat game;
void Awake()
{
game = MrUpbeat.instance;
}
void Update()
{
blipText.transform.localScale = Vector3.one;
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)) {
Step(true);
}
}
public void RecursiveBlipping(double beat)
{
if (game.stopBlipping) {
game.stopBlipping = false;
return;
}
if (shouldBlip) {
Blipping(beat);
}
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
});
}
public void Blipping(double beat)
{
SoundByte.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
}
public void Step(bool isInput = false)
{
if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) {
shadows[0].SetActive(IsMirrored());
shadows[1].SetActive(!IsMirrored());
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
}
anim.DoScaledAnimationAsync("Step", 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/step");
}
public void Fall()
{
anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
SoundByte.PlayOneShot("miss");
shadows[0].SetActive(false);
shadows[1].SetActive(false);
transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
}
bool IsMirrored()
{
return transform.localScale != Vector3.one;
}
}
}