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
153 lines
4.7 KiB
C#
153 lines
4.7 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 NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TrickClass
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{
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public class MobTrickObj : MonoBehaviour
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{
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public bool flyType;
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public double startBeat;
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bool miss = false;
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float flyBeats;
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float dodgeBeats;
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public int type;
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[NonSerialized] public BezierCurve3D curve;
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private TrickClass game;
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private void Awake()
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{
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game = TrickClass.instance;
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flyBeats = flyType ? 4f : 2f;
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dodgeBeats = flyType ? 2f : 1f;
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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transform.position = curve.GetPoint(flyPos);
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game.ScheduleInput(startBeat, dodgeBeats, TrickClass.InputAction_FlickPress, DodgeJustOrNg, DodgeMiss, DodgeThrough, CanDodge);
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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if (flyPos <= 1f)
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{
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if (!miss)
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{
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flyPos *= 0.95f;
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}
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Vector3 lastPos = transform.position;
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Vector3 nextPos = curve.GetPoint(flyPos);
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if (flyType)
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{
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Vector3 direction = (nextPos - lastPos).normalized;
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float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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this.transform.eulerAngles = new Vector3(0, 0, rotation);
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}
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else
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{
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * Time.deltaTime));
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}
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transform.position = nextPos;
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}
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else
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{
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transform.position = curve.GetPoint(miss ? 1f : 0.95f);
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}
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if (flyPos > 1f)
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{
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if (Conductor.instance.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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}
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}
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public string GetDodgeSound()
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{
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switch (type)
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{
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default:
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return "trickClass/ball_impact";
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}
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}
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public void DoObjMiss()
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{
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miss = true;
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switch (type)
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{
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case (int) TrickClass.TrickObjType.Plane:
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curve = game.planeMissCurve;
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flyBeats = 4f;
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Vector3 lastPos = curve.GetPoint(0);
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Vector3 nextPos = curve.GetPoint(0.000001f);
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Vector3 direction = (nextPos - lastPos).normalized;
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float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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this.transform.eulerAngles = new Vector3(0, 0, rotation);
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transform.position = nextPos;
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break;
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default:
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curve = game.ballMissCurve;
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flyBeats = 1.25f;
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break;
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}
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startBeat += dodgeBeats;
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}
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public bool CanDodge()
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{
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return game.playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble;
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}
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public void DodgeJustOrNg(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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//NG
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game.PlayerDodgeNg();
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
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});
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SoundByte.PlayOneShotGame(GetDodgeSound(), volume: 0.6f);
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SoundByte.PlayOneShot("miss");
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DoObjMiss();
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}
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else
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{
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//just
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game.PlayerDodge();
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SoundByte.PlayOneShotGame("trickClass/player_dodge_success", volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f));
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
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});
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}
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}
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public void DodgeMiss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame(GetDodgeSound());
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DoObjMiss();
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game.PlayerThrough();
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}
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public void DodgeThrough(PlayerActionEvent caller) {}
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}
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} |