HeavenStudio/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* 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
2023-10-29 19:44:47 +00:00

217 lines
8.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_WorkingDough
{
public class PlayerEnterDoughBall : SuperCurveObject
{
private enum State
{
None,
Entering,
Hit,
Barely,
Miss,
Weak
}
private State currentState;
private double startBeat = double.MinValue;
private bool big;
private Path enterPath;
private Path hitPath;
private Path barelyPath;
private Path missPath;
private Path weakPath;
private WorkingDough game;
private PlayerActionEvent wrongInput;
private PlayerActionEvent rightInput;
[SerializeField] private GameObject gandw;
private void Awake()
{
game = WorkingDough.instance;
}
public void Init(double beat, bool isBig, bool hasGandw)
{
startBeat = beat;
big = isBig;
enterPath = game.GetPath("PlayerEnter");
hitPath = game.GetPath("PlayerHit");
barelyPath = game.GetPath("PlayerBarely");
missPath = game.GetPath("PlayerMiss");
weakPath = game.GetPath("PlayerWeak");
rightInput = game.ScheduleInput(beat, 1, isBig ? WorkingDough.InputAction_Alt : WorkingDough.InputAction_Nrm, Just, Miss, Empty);
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? WorkingDough.InputAction_Nrm : WorkingDough.InputAction_Alt, WrongInput, Empty, Empty);
currentState = State.Entering;
if (gandw != null) gandw.SetActive(hasGandw);
Update();
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (startBeat > double.MinValue)
{
Vector3 pos = new Vector3();
double beat = cond.songPositionInBeats;
switch (currentState)
{
case State.None:
break;
case State.Entering:
pos = GetPathPositionFromBeat(enterPath, Math.Max(beat, startBeat), startBeat);
break;
case State.Hit:
pos = GetPathPositionFromBeat(hitPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 1)
{
Destroy(gameObject);
}
break;
case State.Miss:
pos = GetPathPositionFromBeat(missPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 1)
{
Destroy(gameObject);
}
break;
case State.Weak:
pos = GetPathPositionFromBeat(weakPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 1)
{
Destroy(gameObject);
}
break;
case State.Barely:
pos = GetPathPositionFromBeat(barelyPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 2)
{
Destroy(gameObject);
}
break;
}
if (startBeat <= beat) transform.position = pos;
else transform.position = new Vector3(-80, -80);
}
}
}
private void Just(PlayerActionEvent caller, float state)
{
if (wrongInput != null)
wrongInput.Disable();
double beat = Conductor.instance.songPositionInBeats;
startBeat = beat;
game.playerImpact.SetActive(true);
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
});
if (state >= 1f || state <= -1f)
{
currentState = State.Barely;
SoundByte.PlayOneShot("miss");
if (big)
{
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
}
else
{
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
}
Update();
return;
}
currentState = State.Hit;
if (big)
{
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
SoundByte.PlayOneShotGame("workingDough/hitBigPlayer");
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
}
else
{
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
SoundByte.PlayOneShotGame("workingDough/hitSmallPlayer");
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
}
bool hasGandw = false;
if (gandw != null) hasGandw = gandw.activeSelf;
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
});
Update();
}
private void WrongInput(PlayerActionEvent caller, float state)
{
double beat = Conductor.instance.songPositionInBeats;
rightInput.Disable();
game.playerImpact.SetActive(true);
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
});
if (big)
{
currentState = State.Weak;
startBeat = beat;
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
SoundByte.PlayOneShotGame("workingDough/tooBig");
Update();
}
else
{
GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
SoundByte.PlayOneShotGame("workingDough/tooSmall");
Destroy(gameObject);
}
}
private void Miss(PlayerActionEvent caller)
{
double beat = caller.timer + caller.startBeat;
currentState = State.Miss;
startBeat = beat;
Update();
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }),
new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
new BeatAction.Action(beat + 0.35f, delegate { game.missImpact.SetActive(false); }),
});
}
private void Empty(PlayerActionEvent caller) { }
}
}