HeavenStudio/Assets/Scripts/Games/PlayerActionObject.cs
minenice55 d5ae99d8ba
Game Overlays (#280)
* add accuracy display

* temp BG for show

* separate overlays prefab

make proper shader for star effects

* aim shakiness display

* implement testing skill star

* fully functional skill star

* separate section display from editor

* fully separate chart section display from timeline

* add section to overlays

* fix nullreference issues

* start game layout settings

* add game settings script

* fix nonfunctioning scoring

* invert y position logic on timing bar

* add perfect challenge functionality

* fix section not showing up in editor

add perfect challenge option

* add timing display minimal mode

* Update PerfectAndPractice.png

* show gismo for minigame bounds in editor

* add ability to disable overlays in editor

* prepare medals

add new timing display graphic

* hide screen preview

* per-axis camera control

added per request

* section medals basic functionality

* add medal get animations

* fix bug with perfect icons

* visual enhancements

* adjust look of timing display minmode

address audio ducking issues(?)

* prepare overlay lyt editor

add viewport pan, rotate, scale
adjust audio setting

* add layout editor UI elements

* dynamic overlay creation

* fix default single timing disp

* set up overlay settings controls

* start UI events

* runtime uuid for component reference

* layout editor affects overlay elements

* show overlay element previews while editing

* advanced audio settings

* fix bug in drop-down creation

* fallback defaults for the new stuff

* fix textbox & overlay visibility bugs
2023-03-11 04:51:22 +00:00

170 lines
5.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor;
using HeavenStudio.Editor.Track;
namespace HeavenStudio.Games
{
public class PlayerActionObject : MonoBehaviour
{
public bool inList = false;
public Minigame.Eligible state = new Minigame.Eligible();
public List<Minigame.Eligible> eligibleHitsList = new List<Minigame.Eligible>();
//the variables below seem to be mostly unused (they are never used in any meaningful way)
public int aceTimes; //always set to 0 no matter what (also, the one time it's used doesn't seem to make sense)
public bool isEligible = true;
private bool autoPlayEnabledOnStart; //value never used for anything
public bool triggersAutoplay = true;
public void PlayerActionInit(GameObject g, float createBeat)
{
state.gameObject = g;
state.createBeat = createBeat;
autoPlayEnabledOnStart = GameManager.instance.autoplay;
}
private void CheckForAce(double normalizedBeat, bool autoPlay = false)
{
if (aceTimes == 0)
{
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedBeat >= 1f - (Time.deltaTime*0.5f))
{
OnAce();
if (!autoPlay)
AceVisuals();
// aceTimes++;
}
}
}
public void ResetAce()
{
aceTimes = 0;
}
public void ResetState()
{
ResetAce();
}
// could possibly add support for custom early, perfect, and end times if needed.
public void StateCheck(double normalizedBeat, bool autoPlay = false)
{
CheckForAce(normalizedBeat, autoPlay);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())
{
MakeEligible(true, false, false);
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
{
MakeEligible(false, true, false);
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
{
MakeEligible(false, false, true);
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
MakeInEligible();
}
}
public void MakeEligible(bool early, bool perfect, bool late)
{
if (!inList)
{
state.early = early;
state.perfect = perfect;
state.late = late;
eligibleHitsList.Add(state);
inList = true;
}
else
{
Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(state)];
es.early = early;
es.perfect = perfect;
es.late = late;
}
}
public void MakeInEligible()
{
state.early = false;
state.perfect = false;
state.late = false;
if (!inList) return;
eligibleHitsList.Remove(state);
inList = false;
}
public void RemoveObject(int currentHitInList, bool destroyObject = false)
{
if (currentHitInList < eligibleHitsList.Count)
{
eligibleHitsList.Remove(eligibleHitsList[currentHitInList]);
currentHitInList++;
if (destroyObject) Destroy(this.gameObject);
}
}
// No list
public void StateCheckNoList(float normalizedBeat)
{
CheckForAce(normalizedBeat);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())
{
ModifyState(true, false, false);
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
{
ModifyState(false, true, false);
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
{
ModifyState(false, false, true);
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
// ineligible
}
}
public virtual void OnAce()
{
}
private void AceVisuals()
{
if (Timeline.instance != null && Editor.Editor.instance != null && !Editor.Editor.instance.fullscreen)
{
Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
}
}
private void ModifyState(bool early, bool perfect, bool late)
{
state.early = early;
state.perfect = perfect;
state.late = late;
}
private void OnDestroy()
{
MakeInEligible();
}
}
}