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
82 lines
2.1 KiB
C#
82 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DrummingPractice
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{
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public class DrummerHit : MonoBehaviour
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{
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DrummingPractice game;
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public double startBeat;
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public bool applause = true;
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// Start is called before the first frame update
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void Awake()
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{
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game = DrummingPractice.instance;
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}
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void Start()
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{
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game.ScheduleInput(startBeat, 1f, DrummingPractice.InputAction_BasicPress, Just, Miss, Out);
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+1f, delegate {
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SoundByte.PlayOneShotGame("drummingPractice/drum");
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game.leftDrummer.Hit(true, false);
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game.rightDrummer.Hit(true, false);
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}),
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});
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}
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// Update is called once per frame
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void Update() { }
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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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Hit(false);
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}
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Hit(true);
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}
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private void Miss(PlayerActionEvent caller)
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{
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game.SetFaces(2);
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+2f, delegate {
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game.SetFaces(0);
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})
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});
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CleanUp();
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}
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private void Out(PlayerActionEvent caller) {}
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public void Hit(bool _hit)
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{
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game.player.Hit(_hit, applause, true);
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game.SetFaces(_hit ? 1 : 2);
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if (!_hit)
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{
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+2f, delegate {
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game.SetFaces(0);
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}),
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});
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}
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CleanUp();
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}
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public void CleanUp()
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{
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Destroy(gameObject);
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}
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}
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} |