HeavenStudio/Assets/Scripts/Games/Spaceball/SpaceballBall.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

149 lines
4.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using DG.Tweening;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Spaceball
{
public class SpaceballBall : MonoBehaviour
{
#region Public
public double startBeat;
public bool high;
public bool isTacobell;
public Transform Holder;
public SpriteRenderer Sprite;
#endregion
#region Private
[SerializeField] private BezierCurve3D pitchLowCurve;
[SerializeField] private BezierCurve3D pitchHighCurve;
private bool hit;
private double hitBeat;
private Vector3 hitPos;
private float hitRot;
private float randomEndPosX;
private float startRot;
#endregion
#region MonoBehaviour
private void Awake()
{
startRot = Random.Range(0, 360);
}
private void Start()
{
Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, Spaceball.InputAction_BasicPress, Just, Miss, Out);
}
private void Update()
{
if (hit)
{
float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 10);
Holder.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
Holder.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
}
else
{
var beatLength = (high) ? 2f : 1f;
var normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(
startBeat,
beatLength + 0.15f
);
var animCurve = (high) ? pitchHighCurve : pitchLowCurve;
Holder.position = animCurve.GetPoint(normalizedBeatAnim);
Sprite.transform.localEulerAngles = new Vector3(0, 0, Mathf.Lerp(startRot, startRot - 210, normalizedBeatAnim));
}
}
#endregion
#region PlayerActionObject
private void Hit()
{
hit = true;
hitBeat = Conductor.instance.songPositionInBeatsAsDouble;
hitPos = Holder.localPosition;
hitRot = Holder.eulerAngles.z;
if (isTacobell)
{
SoundByte.PlayOneShotGame("spaceball/tacobell");
}
SoundByte.PlayOneShotGame("spaceball/hit");
// jank fix for a bug with autoplay - freeform
if (GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput)
{
SoundByte.PlayOneShotGame("spaceball/swing");
}
randomEndPosX = Random.Range(4f, 16f);
SpaceballPlayer.instance.Swing(this);
}
private void NearMiss()
{
Holder.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -325;
enabled = false;
// Rigidbody physics, in MY rhythm game??!!!
Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
rb.bodyType = RigidbodyType2D.Dynamic;
rb.AddForce(transform.up * 1100);
rb.AddForce(transform.right * 400);
rb.gravityScale = 9;
SoundByte.PlayOneShot("miss");
Destroy(gameObject, 5f);
Spaceball.instance.ScoreMiss();
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
NearMiss();
return;
}
Hit();
}
private void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("spaceball/fall");
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
Destroy(this.gameObject);
Spaceball.instance.ScoreMiss();
}
private void Out(PlayerActionEvent caller) { }
#endregion
}
}