3002e48350
* 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
98 lines
2.6 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|
|
|