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
146 lines
4.7 KiB
C#
146 lines
4.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DogNinja
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{
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public class ThrowObject : MonoBehaviour
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{
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public double startBeat;
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public int type;
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public bool fromLeft;
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public bool shouldSfx = true;
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public int direction;
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public string sfxNum;
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private Vector3 objPos;
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private bool isActive = true;
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private double barelyTime;
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[Header("Animators")]
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Animator DogAnim;
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[Header("References")]
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public BezierCurve3D curve;
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[SerializeField] BezierCurve3D barelyCurve;
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[SerializeField] BezierCurve3D BarelyLeftCurve;
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[SerializeField] BezierCurve3D BarelyRightCurve;
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[SerializeField] GameObject HalvesLeftBase;
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[SerializeField] GameObject HalvesRightBase;
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[SerializeField] Transform ObjectParent;
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public Sprite[] objectLeftHalves;
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public Sprite[] objectRightHalves;
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private DogNinja game;
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private void Awake()
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{
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game = DogNinja.instance;
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DogAnim = game.DogAnim;
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}
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private void Start()
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{
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barelyCurve = fromLeft ? BarelyRightCurve : BarelyLeftCurve;
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game.ScheduleInput(startBeat, 1f, DogNinja.InputAction_Press, Hit, Miss, Out);
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}
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private void Update()
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{
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float flyPos = Conductor.instance.GetPositionFromBeat(startBeat, 1f)+1.1f;
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float flyPosBarely = Conductor.instance.GetPositionFromBeat(barelyTime, 1f)+1f;
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if (isActive) {
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flyPos *= 0.31f;
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transform.position = curve.GetPoint(flyPos);
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objPos = curve.GetPoint(flyPos);
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// destroy object when it's off-screen
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if (flyPos > 1f) {
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GameObject.Destroy(gameObject);
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}
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} else {
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flyPosBarely *= 0.3f;
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transform.position = barelyCurve.GetPoint(flyPosBarely) + objPos;
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float rot = fromLeft ? 200f : -200f;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
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if (flyPosBarely > 1f) {
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GameObject.Destroy(gameObject);
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}
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}
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if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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|| GameManager.instance.currentGame != "dogNinja") {
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GameObject.Destroy(gameObject);
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}
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}
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private void SuccessSlice()
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{
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string slice = "Slice" + direction switch
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{
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0 => "Left",
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1 => "Right",
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_ => "Both",
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};
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DogAnim.DoScaledAnimationAsync(slice, 0.5f);
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if (shouldSfx) SoundByte.PlayOneShotGame(sfxNum+"2");
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game.WhichLeftHalf.sprite = objectLeftHalves[type-1];
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game.WhichRightHalf.sprite = objectRightHalves[type-1];
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SpawnHalves LeftHalf = Instantiate(HalvesLeftBase, game.gameObject.transform).GetComponent<SpawnHalves>();
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LeftHalf.startBeat = startBeat;
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LeftHalf.lefty = fromLeft;
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LeftHalf.objPos = objPos;
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SpawnHalves RightHalf = Instantiate(HalvesRightBase, game.gameObject.transform).GetComponent<SpawnHalves>();
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RightHalf.startBeat = startBeat;
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RightHalf.lefty = fromLeft;
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RightHalf.objPos = objPos;
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GameObject.Destroy(gameObject);
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}
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private void JustSlice()
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{
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isActive = false;
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barelyTime = Conductor.instance.songPositionInBeatsAsDouble;
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string barely = "Barely" + direction switch
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{
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0 => "Left",
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1 => "Right",
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2 => "Both",
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_ => "Both",
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};
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DogAnim.DoScaledAnimationAsync(barely, 0.5f);
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SoundByte.PlayOneShotGame("dogNinja/barely");
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}
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private void Hit(PlayerActionEvent caller, float state)
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{
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game.DogAnim.SetBool("needPrepare", false);
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if (state >= 1f || state <= -1f) JustSlice();
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else SuccessSlice();
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}
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private void Miss(PlayerActionEvent caller)
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{
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if (!DogAnim.GetBool("needPrepare")) return;
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DogAnim.DoScaledAnimationAsync("UnPrepare", 0.5f);
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DogAnim.SetBool("needPrepare", false);
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}
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private void Out(PlayerActionEvent caller)
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{
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DogAnim.SetBool("needPrepare", false);
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}
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}
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}
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