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
120 lines
3.1 KiB
C#
120 lines
3.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DrummingPractice
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{
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public class Drummer : MonoBehaviour
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{
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DrummingPractice game;
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[Header("References")]
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public Animator animator;
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public List<MiiFace> miiFaces;
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public SpriteRenderer face;
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public bool player = false;
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public int mii = 0;
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public int count = 0;
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private bool hitting = false;
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private double canBopBeat = -2f;
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// in the future: use the MiiStudio API to render any mii from a nintendo account / MNMS / Mii Studio code?
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// figure out how to call the API from unity?
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// used expressions: "normal", "smile", "sorrow"
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[System.Serializable]
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public class MiiFace
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{
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public List<Sprite> Sprites;
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}
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void Awake()
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{
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game = DrummingPractice.instance;
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}
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private void Update()
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{
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if (player && PlayerInput.GetIsAction(DrummingPractice.InputAction_BasicPress) && !DrummingPractice.instance.IsExpectingInputNow(DrummingPractice.InputAction_BasicPress))
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{
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Hit(false, false);
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}
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}
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public void SetFace(int type)
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{
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face.sprite = miiFaces[mii].Sprites[type];
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}
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public void Bop()
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{
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if (Conductor.instance.GetPositionFromBeat(canBopBeat, 2f) > 1f)
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animator.Play("Bop", 0, 0);
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}
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public void Prepare(double beat, int type)
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{
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canBopBeat = beat;
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count = type;
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if (count % 2 == 0)
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animator.Play("PrepareLeft", 0, 0);
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else
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animator.Play("PrepareRight", 0, 0);
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}
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public void Hit(bool hit, bool applause, bool force = false)
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{
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if(player && force)
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{
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if (hit)
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{
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HitSound(applause);
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DrummingPractice.instance.Streak();
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} else
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MissSound();
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}
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if (!hitting)
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{
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if (count % 2 == 0)
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animator.DoScaledAnimationAsync("HitLeft", 0.6f);
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else
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animator.DoScaledAnimationAsync("HitRight", 0.6f);
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count++;
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if (player && !force)
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{
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if (hit)
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HitSound(applause);
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else
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MissSound();
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}
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hitting = true;
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}
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}
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private void HitSound(bool applause)
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{
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SoundByte.PlayOneShotGame("drummingPractice/hit");
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if (applause) SoundByte.PlayOneShot("applause");
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}
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private void MissSound()
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{
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SoundByte.PlayOneShotGame("drummingPractice/miss");
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}
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public void EndHit()
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{
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hitting = false;
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}
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}
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} |