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
98 lines
2.3 KiB
C#
98 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace HeavenStudio.Games.Scripts_WizardsWaltz
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{
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public class Plant : MonoBehaviour
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{
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public Animator animator;
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public SpriteRenderer spriteRenderer;
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public double createBeat;
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private WizardsWaltz game;
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private bool passed = false;
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public int order = 0;
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public void Init(bool spawnedInactive)
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{
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game = WizardsWaltz.instance;
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spriteRenderer.sortingOrder = order;
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animator.Play("Appear", 0, spawnedInactive ? 1 : 0);
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}
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public void StartInput(double beat, float length)
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{
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game.ScheduleInput(beat, length, WizardsWaltz.InputAction_Press, Just, Miss, Out);
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}
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private void Update()
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{
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
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{
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StartCoroutine(FadeOut());
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passed = true;
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}
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}
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public void Bloom()
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{
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animator.Play("Hit", 0, 0);
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}
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public void IdlePlant()
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{
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animator.Play("IdlePlant", 0, 0);
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}
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public void IdleFlower()
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{
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animator.Play("IdleFlower", 0, 0);
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}
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public void Eat()
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{
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animator.Play("Eat", 0, 0);
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}
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public void EatLoop()
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{
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animator.Play("EatLoop", 0, 0);
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}
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public void Ace()
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{
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game.wizard.Magic(this, true);
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}
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public void NearMiss()
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{
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game.wizard.Magic(this, false);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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Ace();
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}
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private void Miss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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public IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
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Destroy(gameObject);
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game.currentPlants.Remove(this);
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}
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}
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} |