HeavenStudio/Assets/Scripts/Games/TossBoys/TossKid.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

98 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TossBoys
{
public class TossKid : MonoBehaviour
{
[SerializeField] ParticleSystem _hitEffect;
[SerializeField] GameObject arrow;
Animator anim;
[SerializeField] string prefix;
TossBoys game;
public bool crouch;
bool preparing;
private void Awake()
{
anim = GetComponent<Animator>();
game = TossBoys.instance;
DoAnimationScaledAsync("Idle", 20f);
}
public void HitBall(bool hit = true)
{
if (hit)
{
ParticleSystem spawnedEffect = Instantiate(_hitEffect, transform);
spawnedEffect.Play();
DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
}
else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
{
DoAnimationScaledAsync("Whiff", 0.5f);
SoundByte.PlayOneShotGame("tossBoys/whiff");
}
crouch = false;
preparing = false;
}
public void Bop()
{
if (!anim.IsAnimationNotPlaying() || crouch || preparing) return;
DoAnimationScaledAsync("Bop", 0.5f);
}
public void Crouch()
{
DoAnimationScaledAsync("Crouch", 0.5f);
crouch = true;
}
public void UnCrouch()
{
DoAnimationScaledAsync("Idle", 1f);
crouch = false;
}
public void PopBall()
{
DoAnimationScaledAsync("Slap", 0.5f);
preparing = false;
}
public void PopBallPrepare()
{
if (preparing) return;
DoAnimationScaledAsync("PrepareHand", 0.5f);
preparing = true;
}
public void Miss()
{
DoAnimationScaledAsync("Miss", 0.5f);
}
public void Barely()
{
DoAnimationScaledAsync("Barely", 0.5f);
}
public void ShowArrow(double startBeat, float length)
{
BeatAction.New(game, new List<BeatAction.Action>(){
new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }),
new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }),
});
}
void DoAnimationScaledAsync(string name, float time)
{
anim.DoScaledAnimationAsync(prefix + name, time);
}
}
}