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
79 lines
2.2 KiB
C#
79 lines
2.2 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_WizardsWaltz
|
|
{
|
|
public class Wizard : MonoBehaviour
|
|
{
|
|
public Animator animator;
|
|
public GameObject shadow;
|
|
|
|
private WizardsWaltz game;
|
|
private float songPos;
|
|
|
|
public void Init()
|
|
{
|
|
game = WizardsWaltz.instance;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - game.wizardBeatOffset);
|
|
var am = game.beatInterval / 2f;
|
|
var x = Mathf.Sin(Mathf.PI * songPos / am) * game.xRange;
|
|
var y = Mathf.Cos(Mathf.PI * songPos / am) * game.yRange;
|
|
var z = Mathf.Cos(Mathf.PI * songPos / am) * game.zRange;
|
|
//var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
|
|
|
|
transform.position = new Vector3(x, 3f - y * 0.5f, z);
|
|
shadow.transform.position = new Vector3(x, game.plantYOffset + y * 1.5f, z);
|
|
|
|
/*var xscale = scale;
|
|
if (y > 0) xscale *= -1;
|
|
transform.localScale = new Vector3(xscale, scale, 1);
|
|
shadow.transform.localScale = new Vector3(scale, scale, 1);*/
|
|
|
|
transform.localScale = new Vector3((y > 0) ? -1 : 1, 1, 1);
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
if (PlayerInput.GetIsAction(WizardsWaltz.InputAction_Press))
|
|
{
|
|
animator.Play("Magic", 0, 0);
|
|
SoundByte.PlayOneShotGame("wizardsWaltz/wand");
|
|
}
|
|
}
|
|
|
|
public void Idle()
|
|
{
|
|
animator.Play("Idle", 0, 0);
|
|
}
|
|
|
|
public void Magic(Plant plant, bool hit)
|
|
{
|
|
animator.Play("Magic", 0, 0);
|
|
|
|
if(plant == null)
|
|
{
|
|
// TODO: Play empty A press sound
|
|
return;
|
|
}
|
|
if (hit)
|
|
{
|
|
SoundByte.PlayOneShotGame("wizardsWaltz/grow");
|
|
plant.Bloom();
|
|
game.girl.Happy();
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShot("miss");
|
|
plant.Eat();
|
|
game.girl.Sad();
|
|
}
|
|
}
|
|
|
|
}
|
|
} |