HeavenStudio/Assets/Scripts/Games/FanClub/NtrIdolFan.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

284 lines
9.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_FanClub
{
public class NtrIdolFan : MonoBehaviour
{
[Header("References")]
[SerializeField] private GameObject motionRoot;
[SerializeField] private GameObject headRoot;
public Animator animator;
public Animator headAnimator;
public ParticleSystem fanClapEffect;
public GameObject shadow;
[Header("Properties")]
[NonSerialized] public bool player = false;
public double jumpStartTime = double.MinValue;
bool stopBeat = false;
bool stopCharge = false;
bool hasJumped = false;
double clappingStartTime = double.MinValue;
public void AddHit(double beat, int type = 0)
{
if (player)
{
switch (type)
{
case 0:
FanClub.instance.ScheduleInput(beat, 1f, FanClub.InputAction_BasicPress, ClapJust, ClapThrough, Out);
break;
case 1:
FanClub.instance.ScheduleInput(beat, 1f, FanClub.InputAction_FlickRelease, JumpJust, JumpThrough, JumpOut);
break;
case 2:
FanClub.instance.ScheduleInput(beat, 1f, FanClub.InputAction_BasicPress, ChargeClapJust, ClapThrough, Out);
break;
default:
FanClub.instance.ScheduleInput(beat, 1f, FanClub.InputAction_BasicPress, LongClapJust, ClapThrough, Out);
break;
}
}
}
public void ClapJust(PlayerActionEvent caller, float state)
{
bool auto = GameManager.instance.autoplay;
ClapStart(state < 1f && state > -1f, false, auto ? 0.1f : 0f);
}
public void ChargeClapJust(PlayerActionEvent caller, float state)
{
bool auto = GameManager.instance.autoplay;
ClapStart(state < 1f && state > -1f, true, auto ? 1f : 0f);
}
public void LongClapJust(PlayerActionEvent caller, float state)
{
bool auto = GameManager.instance.autoplay;
ClapStart(state < 1f && state > -1f, false, auto ? 1f : 0f);
}
public void JumpJust(PlayerActionEvent caller, float state)
{
JumpStart(state < 1f && state > -1f);
}
public void ClapThrough(PlayerActionEvent caller) {
FanClub.instance.AngerOnMiss();
}
public void JumpThrough(PlayerActionEvent caller) {
FanClub.instance.AngerOnMiss();
}
public void Out(PlayerActionEvent caller) {}
public void JumpOut(PlayerActionEvent caller) {
var cond = Conductor.instance;
if (stopCharge)
{
caller.CanHit(false);
}
}
private void Update()
{
var cond = Conductor.instance;
if (player)
{
if (PlayerInput.GetIsAction(FanClub.InputAction_BasicPress))
{
if (!FanClub.instance.IsExpectingInputNow(FanClub.InputAction_BasicPress.inputLockCategory))
{
if (FanClub.instance.JudgementPaused)
{
ClapStart(true);
}
else
{
ClapStart(false);
FanClub.instance.ScoreMiss();
}
}
}
if (PlayerInput.GetIsAction(FanClub.InputAction_BasicPressing))
{
if (clappingStartTime != double.MinValue && cond.songPositionInBeatsAsDouble > clappingStartTime + 2f && !stopCharge)
{
animator.speed = 1f;
animator.Play("FanClapCharge", -1, 0);
stopCharge = true;
}
}
if (PlayerInput.GetIsAction(FanClub.InputAction_FlickRelease))
{
float nonTouchDelay = 2f;
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
{
nonTouchDelay = 0f;
stopCharge = true;
}
if (clappingStartTime != double.MinValue && cond.songPositionInBeatsAsDouble > clappingStartTime + nonTouchDelay && stopCharge
&& !FanClub.instance.IsExpectingInputNow(FanClub.InputAction_FlickRelease.inputLockCategory))
{
if (FanClub.instance.JudgementPaused)
{
JumpStart(true);
}
else
{
JumpStart(false);
FanClub.instance.ScoreMiss();
}
}
else
{
animator.speed = 1f;
animator.Play("FanFree", -1, 0);
stopBeat = false;
clappingStartTime = double.MinValue;
}
}
if (PlayerInput.GetIsAction(FanClub.InputAction_TouchRelease))
{
animator.speed = 1f;
animator.Play("FanFree", -1, 0);
stopBeat = false;
stopCharge = false;
clappingStartTime = double.MinValue;
}
}
float jumpPos = cond.GetPositionFromBeat(jumpStartTime, 1f);
if (cond.songPositionInBeatsAsDouble >= jumpStartTime && cond.songPositionInBeatsAsDouble < jumpStartTime + 1f)
{
hasJumped = true;
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
motionRoot.transform.localPosition = new Vector3(0, 3f * yWeight);
shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * 1.4f, (1f-yWeight*0.8f) * 1.4f, 1f);
animator.DoScaledAnimation("FanJump", jumpStartTime);
}
else
{
motionRoot.transform.localPosition = new Vector3(0, 0);
shadow.transform.localScale = new Vector3(1.4f, 1.4f, 1f);
if (hasJumped)
{
SoundByte.PlayOneShotGame("fanClub/landing_impact", pitch: UnityEngine.Random.Range(0.95f, 1f), volume: 1f/4);
if (player)
{
animator.Play("FanPrepare", -1, 0);
stopBeat = false;
}
}
animator.speed = 1f;
hasJumped = false;
}
}
public void ClapStart(bool hit, bool doCharge = false, float autoplayRelease = 0f)
{
if (!hit)
{
FanClub.instance.AngerOnMiss();
}
if (FanClub.instance.JudgementPaused)
{
FanClub.instance.JudgementInputPaused = true;
}
var cond = Conductor.instance;
hasJumped = false;
stopBeat = true;
jumpStartTime = -99f;
animator.speed = 1f;
animator.Play("FanClap", -1, 0);
SoundByte.PlayOneShotGame("fanClub/play_clap");
SoundByte.PlayOneShotGame("fanClub/crap_impact");
clappingStartTime = cond.songPositionInBeatsAsDouble;
if (doCharge)
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(cond.songPositionInBeatsAsDouble + 0.1f, delegate {
if (PlayerInput.GetIsAction(FanClub.InputAction_BasicPressing) || autoplayRelease > 0f)
{
animator.Play("FanClapCharge", -1, 0);
stopCharge = true;
}
}),
});
if (autoplayRelease > 0f && !doCharge)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(cond.songPositionInBeatsAsDouble + autoplayRelease, delegate {
animator.Play("FanFree", -1, 0);
stopBeat = false;
}),
});
}
}
public void JumpStart(bool hit)
{
if (!hit)
{
FanClub.instance.AngerOnMiss();
}
var cond = Conductor.instance;
animator.Play("FanJump", -1, 0);
SoundByte.PlayOneShotGame("fanClub/play_jump");
jumpStartTime = cond.songPositionInBeatsAsDouble;
clappingStartTime = double.MinValue;
stopCharge = false;
}
public bool IsJumping()
{
var cond = Conductor.instance;
return (cond.songPositionInBeatsAsDouble >= jumpStartTime && cond.songPositionInBeatsAsDouble < jumpStartTime + 1f);
}
public void Bop()
{
if (!stopBeat)
{
animator.speed = 1f;
animator.Play("FanBeat");
}
}
public void ClapParticle()
{
fanClapEffect.Play();
}
public void MakeAngry(bool flip = false)
{
headAnimator.Play("FanFaceAngry", -1, 0);
if (flip)
{
headRoot.transform.localScale = new Vector3(-1f, 1f, 1f);
}
}
}
}