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
125 lines
4.3 KiB
C#
125 lines
4.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using System;
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namespace HeavenStudio.Games.Scripts_TossBoys
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{
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public class TossBoysBall : SuperCurveObject
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{
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public enum State
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{
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None,
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RedDispense,
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BlueDispense,
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YellowDispense,
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RedBlue,
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RedYellow,
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BlueRed,
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BlueYellow,
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YellowRed,
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YellowBlue,
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RedBlueDual,
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RedYellowDual,
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BlueRedDual,
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BlueYellowDual,
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YellowRedDual,
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YellowBlueDual,
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RedBlueHigh,
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RedYellowHigh,
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BlueRedHigh,
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BlueYellowHigh,
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YellowRedHigh,
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YellowBlueHigh,
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RedBlur,
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RedKeep,
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BlueBlur,
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BlueKeep,
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YellowBlur,
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YellowKeep
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}
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public State BallState { get { return currentState; } }
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public bool willBePopped;
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private State currentState;
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private double startBeat;
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private Path currentPath;
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private TossBoys game;
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[NonSerialized] public Animator anim;
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private void Awake()
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{
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game = TossBoys.instance;
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anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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{
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switch (currentState)
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{
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case State.None:
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//Do Jackshit
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break;
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default:
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transform.position = GetPathPositionFromBeat(currentPath, Math.Max(startBeat, Conductor.instance.songPositionInBeatsAsDouble), startBeat);
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float rot = GetPathValue("rot");
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transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f / Conductor.instance.pitchedSecPerBeat)));
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break;
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}
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}
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}
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public void SetState(State state, double beat, float length = 0)
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{
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UpdateLastRealPos();
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startBeat = beat;
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currentState = state;
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currentPath = currentState switch
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{
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State.None => new Path(),
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State.RedDispense => game.GetPath("RedDispense"),
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State.BlueDispense => game.GetPath("BlueDispense"),
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State.YellowDispense => game.GetPath("YellowDispense"),
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State.RedBlue => game.GetPath("RedBlue"),
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State.RedYellow => game.GetPath("RedYellow"),
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State.BlueRed => game.GetPath("BlueRed"),
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State.BlueYellow => game.GetPath("BlueYellow"),
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State.YellowRed => game.GetPath("YellowRed"),
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State.YellowBlue => game.GetPath("YellowBlue"),
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State.RedBlueDual => game.GetPath("RedBlueDual"),
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State.RedYellowDual => game.GetPath("RedYellowDual"),
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State.BlueRedDual => game.GetPath("BlueRedDual"),
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State.BlueYellowDual => game.GetPath("BlueYellowDual"),
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State.YellowRedDual => game.GetPath("YellowRedDual"),
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State.YellowBlueDual => game.GetPath("YellowBlueDual"),
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State.RedBlueHigh => game.GetPath("RedBlueHigh"),
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State.RedYellowHigh => game.GetPath("RedYellowHigh"),
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State.BlueRedHigh => game.GetPath("BlueRedHigh"),
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State.BlueYellowHigh => game.GetPath("BlueYellowHigh"),
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State.YellowRedHigh => game.GetPath("YellowRedHigh"),
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State.YellowBlueHigh => game.GetPath("YellowBlueHigh"),
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State.RedBlur => game.GetPath("RedBlur"),
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State.RedKeep => game.GetPath("RedKeep"),
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State.BlueBlur => game.GetPath("BlueBlur"),
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State.BlueKeep => game.GetPath("BlueKeep"),
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State.YellowBlur => game.GetPath("YellowBlur"),
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State.YellowKeep => game.GetPath("YellowKeep"),
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_ => throw new System.NotImplementedException()
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};
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if (length != 0)
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{
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currentPath.positions[0].duration = length;
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}
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}
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}
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}
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