HeavenStudio/Assets/Scripts/Games/TapTrial/TapTrialPlayer.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

163 lines
4.5 KiB
C#

using UnityEngine;
using System;
using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
namespace HeavenStudio.Games.Scripts_TapTrial
{
public class TapTrialPlayer : MonoBehaviour
{
private enum TapState
{
Tap,
DoubleTap,
TripleTap,
Jumping
}
private TapState state = TapState.Tap;
private int tripleTaps = 0;
private Animator anim;
[SerializeField] private ParticleSystem tapEffectLeft;
[SerializeField] private ParticleSystem tapEffectRight;
private TapTrial game;
private void Awake()
{
anim = GetComponent<Animator>();
game = TapTrial.instance;
}
private void Update()
{
if (PlayerInput.GetIsAction(TapTrial.InputAction_BasicPress) && !game.IsExpectingInputNow(TapTrial.InputAction_BasicPress))
{
WhiffTap();
}
}
public void Bop()
{
anim.DoScaledAnimationAsync("Bop", 0.5f);
}
private void WhiffTap()
{
switch (state)
{
case TapState.Tap:
game.ScoreMiss();
game.ResetScroll();
Tap(false, false);
break;
case TapState.DoubleTap:
game.ScoreMiss();
game.ResetScroll();
Tap(false, true);
break;
case TapState.TripleTap:
game.ScoreMiss();
game.ResetScroll();
break;
case TapState.Jumping:
break;
}
}
public void PrepareJump()
{
anim.DoScaledAnimationAsync("JumpPrepare", 0.5f);
state = TapState.Jumping;
}
public void Jump(bool final)
{
anim.DoScaledAnimationAsync(final ? "FinalJump" : "JumpTap", 0.5f);
state = TapState.Jumping;
}
public void JumpTap(bool ace, bool final)
{
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(true);
SpawnTapEffect(false);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(final ? "FinalJump_Tap" : "JumpTap_Success", 0.5f);
}
public void JumpTapMiss(bool final)
{
anim.DoScaledAnimationAsync(final ? "FinalJump_Miss" : "JumpTap_Miss", 0.5f);
}
public void PrepareTap(bool doubleTap = false)
{
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTapPrepare" : "TapPrepare", 0.5f);
state = doubleTap ? TapState.DoubleTap : TapState.Tap;
}
public void Tap(bool ace, bool doubleTap = false)
{
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(!doubleTap);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTap" : "Tap", 0.5f);
}
public void PrepareTripleTap(double beat)
{
anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f);
state = TapState.TripleTap;
tripleTaps = 0;
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.5, delegate
{
anim.DoScaledAnimationAsync("PosePrepare_2", 0.5f);
})
});
}
public void TripleTap(bool ace)
{
bool tapLeft = tripleTaps % 2 == 0;
tripleTaps++;
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(tapLeft);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(tapLeft ? "PoseTap_L" : "PoseTap_R", 0.5f);
}
private void SpawnTapEffect(bool left)
{
ParticleSystem spawnedTap = Instantiate(left ? tapEffectLeft : tapEffectRight, game.transform);
spawnedTap.Play();
}
}
}