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Rockers + Rhythm Tweezers Call and Response API (#444)
* rock hers * Rockers is a real game and also color maps have been added * little more set up * anims and mor sprites * First version of CallAndResponseHandler added * You can mute now wow * Got some stuff working * anim city * Fixed Inputs * Visual goodies * Changed how some events work * Rockers is now stack proof * Fixed a bug * Bend early stages * bendbendbendbendbendover * bend fully implemented * Removed "noise" * pain * Many animation * Bend anims implemented * strum effect implemented * Made bends work way better * dfgdfsgsdffsd * Implemented strumstart and countin * hi * Made strumstart transition into strumidle * Implemented samples * All of the btsds samples are in now too * many anim2 * A buggy version of the custom together system has been implemented * Ok now it's unbuggified * fixed a small thing * lightning eff * anim fixes * oops * you can now mute voiceline and also put in a standalone voiceline block * Tweaks to dropdowns * more tiny anim thing * more animation stuff * Bug fixes * implemented mute and gotomiddle sliders for custom together event * Default cmon and last one added * You can chain last ones and cmons now * Applause sounds added * Fixed some bugs * Made it so you can disable camera movement * fixed an inconsistency * Rhythm tweezers is actually kinda playable now, not finished though, i need to make beat offset work with this * Rhythm tweezers now works between game switches * Beat offset eradication * Made eye size work properly * Camera quad ease rather than quint * Inactive intervals added * Rockers works inactively too now * Bug fix * No peeking! No way! * Alt smile added for tweezers * early and late riff * jj miss anim * icon and miss * Long hair works properly now * Miss anims implemented for rockers --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using UnityEngine.UIElements;
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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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@ -21,9 +22,9 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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private Sound pullSound;
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PlayerActionEvent pluckEvent;
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private float inputBeat;
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PlayerActionEvent endEvent;
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InputType endInput;
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private void Awake()
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{
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@ -32,34 +33,31 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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tweezers = game.Tweezers;
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}
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private void Start() {
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game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
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public void StartInput(float beat, float length)
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{
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inputBeat = beat + length;
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game.ScheduleInput(beat, length, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
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}
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private void Update()
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{
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if (pluckState == 1)
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{
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bool input = PlayerInput.PressedUp();
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if (endInput == InputType.DIRECTION_UP) input = PlayerInput.GetAnyDirectionUp();
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if (input && !game.IsExpectingInputNow(endInput))
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{
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endEvent.isEligible = false;
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EndEarly();
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return;
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}
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Vector3 tst = tweezers.tweezerSpriteTrans.position;
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var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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anim.Play("LoopPull", 0, normalizedBeat);
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tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
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if (!game.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP) && PlayerInput.PressedUp(true) && normalizedBeat < 1f)
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{
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EndEarly();
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endEvent.Disable();
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}
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// Auto-release if holding at release time.
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if (normalizedBeat >= 1f)
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endEvent.Hit(0f, 1f);
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if (normalizedBeat >= 1f && !game.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP))
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EndAce();
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}
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loop.transform.localScale = Vector2.one / holder.transform.localScale;
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@ -67,6 +65,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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public void EndAce()
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{
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if (pluckState != 1) return;
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tweezers.LongPluck(true, this);
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tweezers.hitOnFrame++;
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@ -78,9 +77,9 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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public void EndEarly()
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{
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var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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var normalized = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Idle", 0, 0);
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tweezers.anim.Play("Tweezers_Idle", 0, 0);
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if (pullSound != null)
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pullSound.Stop();
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@ -95,17 +94,9 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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pluckState = -1;
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return;
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}
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if (PlayerInput.GetAnyDirectionDown())
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{
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endInput = InputType.DIRECTION_UP;
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}
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else
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{
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endInput = InputType.STANDARD_UP;
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}
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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endEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval + 0.5f, endInput, EndJust, Out, Out);
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endEvent = game.ScheduleInput(inputBeat, 0.5f, InputType.STANDARD_UP | InputType.DIRECTION_DOWN_UP, EndJust, Out, Out);
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}
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private void StartMiss(PlayerActionEvent caller)
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@ -123,13 +114,5 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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}
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EndAce();
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}
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void OnDestroy()
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{
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if (pluckEvent != null)
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pluckEvent.Disable();
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if (endEvent != null)
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endEvent.Disable();
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}
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}
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}
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