caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
108 lines
3 KiB
C#
108 lines
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_BuiltToScaleDS
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{
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using HeavenStudio.Util;
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public class Blocks : MonoBehaviour
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{
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public float createBeat;
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public float createLength;
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public Animator anim;
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private bool moving = true;
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private BuiltToScaleDS game;
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float windupBeat;
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float hitBeat;
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float sinkBeat;
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private void Awake()
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{
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game = BuiltToScaleDS.instance;
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}
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private void Start()
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{
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windupBeat = createBeat + (createLength * 4f);
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hitBeat = windupBeat + createLength;
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sinkBeat = hitBeat + (createLength * 2f);
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game.ScheduleInput(windupBeat, createLength, InputType.STANDARD_DOWN, Just, Miss, Out);
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}
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private void Update()
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{
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if (!moving) return;
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float currentBeat = Conductor.instance.songPositionInBeats;
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var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
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if (currentBeat > windupBeat && currentBeat < hitBeat
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&& !shooterState.IsName("Windup")
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&& !game.lastShotOut)
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{
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game.shooterAnim.Play("Windup", 0, 0);
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}
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if (moving && currentBeat < sinkBeat)
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game.SetBlockTime(this, createBeat, createLength);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
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if (!shooterState.IsName("Windup")) return;
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// near miss
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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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// hit
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Hit();
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}
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private void Miss(PlayerActionEvent caller)
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{
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float sinkBeat = hitBeat + (createLength * 2f);
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MultiSound.Play(
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new MultiSound.Sound[] {
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new MultiSound.Sound("builtToScaleDS/Sink", sinkBeat),
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}, forcePlay: true
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);
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(sinkBeat, delegate { moving = false; }),
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});
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}
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private void Out(PlayerActionEvent caller) {}
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void Hit()
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{
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moving = false;
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game.shootingThisFrame = true;
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game.Shoot();
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game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
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Destroy(gameObject);
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Jukebox.PlayOneShotGame("builtToScaleDS/Hit");
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}
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void NearMiss()
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{
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moving = false;
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game.shootingThisFrame = true;
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game.Shoot();
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game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
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Destroy(gameObject);
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Jukebox.PlayOneShotGame("builtToScaleDS/Crumble");
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}
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}
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} |