mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-08 23:55:41 +02:00

* so much * reworked everything (AGAIN.) -everything just uses recursive methods and beatactions, and only uses the update loop for inactive queuing * count-ins -need hq 4 sound effect, kitties doesn't have the og :( * mr. downbeat rere-revived (unfortunately enough.) * huge change to how stepping works, to make it so you can't step over it the wrong way, and so that missing looks good * added missing miss anim, which happens in the same way as the og * added a check on game switch to use the last bg change/blip color block's attributes -i think i might add these to other games; it should make the process of remixing more intuitive and fun, even if it's a small change currently all i'm missing is blip jank fix. but im not staying up another hour for that lol * letter/blip jank fixed + force stepping * instead of being a separate animator, the letter is instead set to have a scale of (1, 1, 1) in the update loop, so that no graphical bugs happen even when the scale is changed. * hopefully this new system is a lot less janky, but if bugs do still come up they'll be a lot easier to fix now
86 lines
2.5 KiB
C#
86 lines
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MrUpbeat
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{
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public class UpbeatMan : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] Animator anim;
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[SerializeField] Animator blipAnim;
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[SerializeField] GameObject[] shadows;
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[SerializeField] TMP_Text blipText;
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public int blipSize = 0;
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public bool shouldGrow;
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public bool shouldBlip = true;
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public string blipString = "M";
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static MrUpbeat game;
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void Awake()
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{
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game = MrUpbeat.instance;
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}
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void Update()
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{
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blipText.transform.localScale = Vector3.one;
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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Step(true);
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}
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}
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public void RecursiveBlipping(double beat)
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{
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if (game.stopBlipping) {
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game.stopBlipping = false;
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return;
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}
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if (shouldBlip) {
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Blipping(beat);
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}
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
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});
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}
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public void Blipping(double beat)
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{
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SoundByte.PlayOneShotGame("mrUpbeat/blip");
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blipAnim.Play("Blip"+(blipSize+1), 0, 0);
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blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
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if (shouldGrow && blipSize < 4) blipSize++;
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}
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public void Step(bool isInput = false)
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{
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if (isInput || ((game.stepIterate % 2 == 0) == IsMirrored())) {
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shadows[0].SetActive(IsMirrored());
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shadows[1].SetActive(!IsMirrored());
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transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
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}
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anim.DoScaledAnimationAsync("Step", 0.5f);
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SoundByte.PlayOneShotGame("mrUpbeat/step");
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}
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public void Fall()
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{
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anim.DoScaledAnimationAsync((game.stepIterate % 2 == 0) == IsMirrored() ? "FallR" : "FallL", 1f);
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SoundByte.PlayOneShot("miss");
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shadows[0].SetActive(false);
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shadows[1].SetActive(false);
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transform.localScale = new Vector3((IsMirrored() ? 1 : -1), 1, 1);
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}
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bool IsMirrored()
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{
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return transform.localScale != Vector3.one;
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}
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}
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} |