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
68 lines
1.9 KiB
C#
68 lines
1.9 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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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_Fireworks
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{
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public class FireworksBomb : MonoBehaviour
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{
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public BezierCurve3D curve;
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public bool applause;
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private bool exploded;
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private Fireworks game;
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private double startBeat;
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private Animator anim;
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void Awake()
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{
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game = Fireworks.instance;
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anim = GetComponent<Animator>();
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}
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public void Init(double beat)
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{
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game.ScheduleInput(beat, 1f, Fireworks.InputAction_BasicPress, Just, Out, Out);
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startBeat = beat;
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (exploded) return;
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float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
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transform.position = curve.GetPoint(flyPos);
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if (flyPos > 2) Destroy(gameObject);
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}
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void Just(PlayerActionEvent caller, float state)
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{
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anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
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exploded = true;
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
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});
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("fireworks/miss");
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return;
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}
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Success(caller);
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}
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void Success(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("fireworks/taikoExplode");
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game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
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if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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}
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void Out(PlayerActionEvent caller) { }
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}
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}
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