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
163 lines
4.5 KiB
C#
163 lines
4.5 KiB
C#
using UnityEngine;
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using System;
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using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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namespace HeavenStudio.Games.Scripts_TapTrial
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{
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public class TapTrialPlayer : MonoBehaviour
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{
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private enum TapState
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{
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Tap,
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DoubleTap,
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TripleTap,
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Jumping
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}
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private TapState state = TapState.Tap;
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private int tripleTaps = 0;
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private Animator anim;
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[SerializeField] private ParticleSystem tapEffectLeft;
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[SerializeField] private ParticleSystem tapEffectRight;
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private TapTrial game;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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game = TapTrial.instance;
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(TapTrial.InputAction_BasicPress) && !game.IsExpectingInputNow(TapTrial.InputAction_BasicPress))
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{
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WhiffTap();
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}
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}
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public void Bop()
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{
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anim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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private void WhiffTap()
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{
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switch (state)
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{
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case TapState.Tap:
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game.ScoreMiss();
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game.ResetScroll();
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Tap(false, false);
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break;
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case TapState.DoubleTap:
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game.ScoreMiss();
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game.ResetScroll();
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Tap(false, true);
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break;
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case TapState.TripleTap:
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game.ScoreMiss();
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game.ResetScroll();
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break;
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case TapState.Jumping:
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break;
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}
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}
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public void PrepareJump()
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{
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anim.DoScaledAnimationAsync("JumpPrepare", 0.5f);
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state = TapState.Jumping;
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}
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public void Jump(bool final)
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{
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anim.DoScaledAnimationAsync(final ? "FinalJump" : "JumpTap", 0.5f);
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state = TapState.Jumping;
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}
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public void JumpTap(bool ace, bool final)
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{
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if (ace)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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SpawnTapEffect(true);
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SpawnTapEffect(false);
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}
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else
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{
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SoundByte.PlayOneShot("nearMiss");
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game.ResetScroll();
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}
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anim.DoScaledAnimationAsync(final ? "FinalJump_Tap" : "JumpTap_Success", 0.5f);
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}
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public void JumpTapMiss(bool final)
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{
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anim.DoScaledAnimationAsync(final ? "FinalJump_Miss" : "JumpTap_Miss", 0.5f);
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}
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public void PrepareTap(bool doubleTap = false)
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{
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anim.DoScaledAnimationAsync(doubleTap ? "DoubleTapPrepare" : "TapPrepare", 0.5f);
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state = doubleTap ? TapState.DoubleTap : TapState.Tap;
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}
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public void Tap(bool ace, bool doubleTap = false)
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{
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if (ace)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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SpawnTapEffect(!doubleTap);
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}
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else
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{
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SoundByte.PlayOneShot("nearMiss");
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game.ResetScroll();
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}
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anim.DoScaledAnimationAsync(doubleTap ? "DoubleTap" : "Tap", 0.5f);
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}
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public void PrepareTripleTap(double beat)
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{
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anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f);
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state = TapState.TripleTap;
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tripleTaps = 0;
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.5, delegate
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{
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anim.DoScaledAnimationAsync("PosePrepare_2", 0.5f);
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})
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});
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}
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public void TripleTap(bool ace)
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{
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bool tapLeft = tripleTaps % 2 == 0;
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tripleTaps++;
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if (ace)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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SpawnTapEffect(tapLeft);
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}
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else
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{
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SoundByte.PlayOneShot("nearMiss");
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game.ResetScroll();
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}
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anim.DoScaledAnimationAsync(tapLeft ? "PoseTap_L" : "PoseTap_R", 0.5f);
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}
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private void SpawnTapEffect(bool left)
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{
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ParticleSystem spawnedTap = Instantiate(left ? tapEffectLeft : tapEffectRight, game.transform);
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spawnedTap.Play();
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}
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}
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} |