* 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
		
			
				
	
	
		
			173 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			4.5 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 HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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    public class Fruit : MonoBehaviour
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    {
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        public bool isPineapple;
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        public double startBeat;
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        public Animator anim;
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        public bool side;
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        public double barelyStart = 0f;
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        public bool smile;
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        public float endSmile;
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        private string soundText;
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        private CatchyTune game;
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        private float beatLength = 4f;
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        private void Awake()
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        {
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            game = CatchyTune.instance;
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            var cond = Conductor.instance;
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            var tempo = cond.songBpm;
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            var playbackSpeed = cond.musicSource.pitch;
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            if (isPineapple) beatLength = 8f;
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            if (side)
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            {
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                transform.localScale = new Vector3(-1f, 1f, 1f);
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            }
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            anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
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            soundText = "catchyTune/";
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            if (side)
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            {
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                soundText += "right";
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            }
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            else
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            {
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                soundText += "left";
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            }
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            if (isPineapple)
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            {
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                soundText += "Pineapple";
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            }
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            else
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            {
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                soundText += "Orange";
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            }
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            game.ScheduleInput(startBeat, beatLength, side ? CatchyTune.InputAction_Right : CatchyTune.InputAction_Left,
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                CatchFruit, Miss, WayOff);
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        }
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        private void Update()
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        {
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            if (barelyStart > 0f)
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            {
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                anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f, clamp: true);
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            }
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            else
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            {
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                anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 4f : 2f), clamp: true);
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            }
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        }
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        public static void PlaySound(double startBeat, bool side, bool isPineapple)
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        {
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            string soundText = "catchyTune/";
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            if (side)
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            {
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                soundText += "right";
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            }
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            else
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            {
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                soundText += "left";
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            }
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            if (isPineapple)
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            {
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                soundText += "Pineapple";
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            }
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            else
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            {
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                soundText += "Orange";
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            }
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            MultiSound.Sound[] sound;
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            if (isPineapple)
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            {
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                sound = new MultiSound.Sound[]
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                {
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                    new MultiSound.Sound(soundText, startBeat + 2f),
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                    new MultiSound.Sound(soundText, startBeat + 4f),
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                    new MultiSound.Sound(soundText, startBeat + 6f)
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                };
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            }
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            else
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            {
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                sound = new MultiSound.Sound[]
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                {
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                    new MultiSound.Sound(soundText, startBeat + 1f),
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                    new MultiSound.Sound(soundText, startBeat + 2f),
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                    new MultiSound.Sound(soundText, startBeat + 3f)
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                };
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            }
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            MultiSound.Play(sound, forcePlay: true);
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        }
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        private void CatchFruit(PlayerActionEvent caller, float state)
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        {
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            if (state <= -1f || state >= 1f)
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            {
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                //near miss (barely)
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                barelyStart = Conductor.instance.songPositionInBeatsAsDouble;
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                game.catchBarely(side);
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                // play near miss animation
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                anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
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                BeatAction.New(this, new List<BeatAction.Action>()
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                {
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                    new BeatAction.Action(barelyStart + (isPineapple ? 2f : 1f), delegate { Destroy(this.gameObject); }),
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                });
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            }
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            else
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            {
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                SoundByte.PlayOneShotGame(soundText + "Catch");
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                game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
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                Destroy(this.gameObject);
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            }
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        }
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        private void Miss(PlayerActionEvent caller)
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        {
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            game.catchMiss(side, isPineapple);
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            BeatAction.New(this, new List<BeatAction.Action>()
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            {
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                new BeatAction.Action(startBeat + beatLength + (isPineapple ? 3f : 1.5f), delegate { Destroy(this.gameObject); }),
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            });
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        }
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        private void WayOff(PlayerActionEvent caller) { } // whiffing is handled in the main loop
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    }
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}
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