HeavenStudio/Assets/Scripts/Games/DogNinja/ThrowObject.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

146 lines
4.7 KiB
C#

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