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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 21:47:39 +02:00
Better input latency, but not finalized. (weird results on low bpm's)
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@ -2,28 +2,63 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CircleCursor : MonoBehaviour
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using DG.Tweening;
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namespace RhythmHeavenMania
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{
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[SerializeField] private bool follow = false;
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[SerializeField] private float mouseMoveSpeed;
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private void Start()
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public class CircleCursor : MonoBehaviour
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{
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Cursor.visible = false;
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}
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[SerializeField] private bool follow = false;
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[SerializeField] private float mouseMoveSpeed;
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private void Update()
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{
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Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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[Header("DSGuy")]
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[SerializeField] private GameObject Eyes;
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[SerializeField] private GameObject OuterCircle;
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[SerializeField] private GameObject InnerCircle;
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[SerializeField] private GameObject Circle;
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private Tween outerCircleTween, eyesTween;
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if (follow)
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private void Start()
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{
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Vector2 direction = (pos - transform.position).normalized;
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this.GetComponent<Rigidbody2D>().velocity = new Vector2(direction.x * mouseMoveSpeed, direction.y * mouseMoveSpeed);
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Cursor.visible = false;
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}
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else
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private void Update()
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{
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this.gameObject.transform.position = new Vector3(pos.x, pos.y, 0);
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Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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if (follow)
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{
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Vector2 direction = (pos - transform.position).normalized;
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this.GetComponent<Rigidbody2D>().velocity = new Vector2(direction.x * mouseMoveSpeed, direction.y * mouseMoveSpeed);
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}
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else
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{
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this.gameObject.transform.position = new Vector3(pos.x, pos.y, 0);
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if (PlayerInput.Pressed())
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{
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Circle.transform.DOScale(0, 0.5f).SetEase(Ease.OutExpo);
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InnerCircle.SetActive(true);
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outerCircleTween.Kill();
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outerCircleTween = OuterCircle.transform.DOScale(1, 0.15f).SetEase(Ease.OutExpo);
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Eyes.SetActive(true);
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eyesTween.Kill();
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eyesTween = Eyes.transform.DOLocalMoveY(0.15f, 0.15f).SetEase(Ease.OutExpo);
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}
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else if (PlayerInput.PressedUp())
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{
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Circle.transform.DOScale(0.2f, 0.5f).SetEase(Ease.OutExpo);
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InnerCircle.SetActive(false);
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outerCircleTween.Kill();
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outerCircleTween = OuterCircle.transform.DOScale(0, 0.15f);
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eyesTween.Kill();
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eyesTween = Eyes.transform.DOLocalMoveY(-0.66f, 0.15f).OnComplete(delegate { Eyes.SetActive(false); });
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}
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}
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}
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}
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}
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}
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