HeavenStudio/Assets/Scripts/Games/RhythmTweezers/LongHair.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

114 lines
3.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using UnityEngine.UIElements;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{
public class LongHair : MonoBehaviour
{
public double createBeat;
public GameObject hairSprite;
public GameObject stubbleSprite;
private RhythmTweezers game;
private Tweezers tweezers;
private Animator anim;
private int pluckState = 0;
public GameObject holder;
public GameObject loop;
private Sound pullSound;
private double inputBeat;
PlayerActionEvent endEvent;
public void StartInput(double beat, double length, Tweezers tweezer)
{
game = RhythmTweezers.instance;
anim = GetComponent<Animator>();
tweezers = tweezer;
inputBeat = beat + length;
game.ScheduleInput(beat, length, RhythmTweezers.InputAction_Press, StartJust, StartMiss, Out);
}
private void Update()
{
if (pluckState == 1)
{
Vector3 tst = tweezers.tweezerSpriteTrans.position;
var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
anim.Play("LoopPull", 0, normalizedBeat);
tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
if (!game.IsExpectingInputNow(RhythmTweezers.InputAction_Release) && PlayerInput.GetIsAction(RhythmTweezers.InputAction_Release) && normalizedBeat < 1f)
{
EndEarly();
endEvent.Disable();
}
// Auto-release if holding at release time.
if (normalizedBeat >= 1f)
endEvent.Hit(0, 1);
}
loop.transform.localScale = Vector2.one / holder.transform.localScale;
}
public void EndAce()
{
if (pluckState != 1) return;
tweezers.LongPluck(true, this);
tweezers.hitOnFrame++;
if (pullSound != null)
pullSound.Stop();
pluckState = -1;
}
public void EndEarly()
{
var normalized = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
anim.Play("LoopPullReverse", 0, normalized);
tweezers.anim.Play("Tweezers_Idle", 0, 0);
if (pullSound != null)
pullSound.Stop();
pluckState = -1;
}
private void StartJust(PlayerActionEvent caller, float state)
{
// don't count near misses
if (state >= 1f || state <= -1f) {
pluckState = -1;
return;
}
pullSound = SoundByte.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
pluckState = 1;
endEvent = game.ScheduleInput(inputBeat, 0.5f, RhythmTweezers.InputAction_Release, EndJust, Out, Out);
}
private void StartMiss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
private void EndJust(PlayerActionEvent caller, float state)
{
if (state <= -1f) {
EndEarly();
return;
}
EndAce();
}
}
}