HeavenStudioPlus/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs

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using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_PajamaParty
{
public class CtrPillowMonkey : MonoBehaviour
{
[Header("Objects")]
public GameObject Monkey;
public GameObject Shadow;
public GameObject Projectile;
public Animator anim;
public int row;
public int col;
float startJumpTime = Single.MinValue;
float jumpLength = 1f;
float jumpHeight = 4f;
int jumpAlt;
private bool hasJumped = false;
float startThrowTime = Single.MinValue;
float throwLength = 4f;
float throwHeight = 12f;
private bool hasThrown = false;
void Awake()
{
anim = Monkey.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
//jumping logic
float jumpPos = cond.GetPositionFromBeat(startJumpTime, jumpLength);
if (jumpPos >= 0 && jumpPos <= 1f)
{
hasJumped = true;
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
Monkey.transform.localPosition = new Vector3(0, jumpHeight * yWeight);
Shadow.transform.localScale = new Vector3((1f-yWeight*0.2f) * 1.2f, (1f-yWeight*0.2f) * 0.8f, 1f);
if (jumpAlt > 1)
{
float t;
if (jumpAlt == 3)
t = 1f - jumpPos;
else
t = jumpPos;
Monkey.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(22.5f, -22.5f, t));
anim.Play("MonkeyJump0" + jumpAlt, -1, jumpPos);
}
else
anim.Play("MonkeyJump", -1, jumpPos);
anim.speed = 0;
}
else
{
if (hasJumped)
{
hasJumped = false;
PajamaParty.instance.DoBedImpact();
anim.Play("MonkeyLand", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
Monkey.transform.rotation = Quaternion.Euler(0, 0, 0);
jumpAlt = 0;
}
startJumpTime = Single.MinValue;
Monkey.transform.localPosition = new Vector3(0, 0);
Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f);
}
//throwing logic
jumpPos = cond.GetPositionFromBeat(startThrowTime, throwLength);
if (jumpPos >= 0 && jumpPos <= 1f)
{
hasThrown = true;
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
Projectile.transform.localPosition = new Vector3(0, throwHeight * yWeight + 1.5f);
Projectile.transform.rotation = Quaternion.Euler(0, 0, Projectile.transform.rotation.eulerAngles.z - (360f * Time.deltaTime));
}
else
{
startThrowTime = Single.MinValue;
Projectile.transform.localPosition = new Vector3(0, 0);
Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
if (hasThrown)
{
anim.Play("MonkeyBeat", -1, 0);
anim.speed = 1f;
Projectile.SetActive(false);
hasThrown = false;
}
}
}
public void Jump(float beat, int alt = 1)
{
startJumpTime = beat;
jumpAlt = 0;
if (alt > 1)
{
jumpAlt = alt;
}
}
public void Charge(float beat)
{
anim.Play("MonkeyReady", -1, 0);
anim.speed = 1f;
}
public void Throw(float beat)
{
anim.Play("MonkeyThrow", -1, 0);
anim.speed = 1f;
startThrowTime = beat;
Projectile.SetActive(true);
}
public void ReadySleep(float beat)
{
var cond = Conductor.instance;
startThrowTime = Single.MinValue;
Projectile.transform.localPosition = new Vector3(0, 0);
Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
if (hasThrown)
{
Projectile.SetActive(false);
hasThrown = false;
}
startJumpTime = Single.MinValue;
Monkey.transform.localPosition = new Vector3(0, 0);
Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f);
List<BeatAction.Action> seq =
new List<BeatAction.Action>()
{
new BeatAction.Action( beat, delegate {
anim.Play("MonkeySleep00", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
}
),
new BeatAction.Action( beat + 0.5f, delegate {
anim.Play("MonkeySleep01", -1, 0);
anim.speed = 1f;
}
),
};
if (col == 0 || col == 4)
{
seq.Add(new BeatAction.Action( beat + 1f, delegate {
anim.Play("MonkeySleep02", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
}
));
}
else if (col == 1 || col == 3)
{
seq.Add(new BeatAction.Action( beat + 1.5f, delegate {
anim.Play("MonkeyReadySleep", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
}
));
seq.Add(new BeatAction.Action( beat + 2.5f, delegate {
anim.Play("MonkeySleep02", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
}
));
}
else
{
seq.Add(new BeatAction.Action( beat + 3f, delegate {
anim.Play("MonkeyReadySleep", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
}
));
seq.Add(new BeatAction.Action( beat + 4f, delegate {
anim.Play("MonkeySleep02", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
}
));
}
seq.Add(new BeatAction.Action( beat + 7f, delegate {
anim.Play("MonkeyAwake", -1, 0);
anim.speed = 1f / cond.pitchedSecPerBeat;
}
));
BeatAction.New(Monkey, seq);
}
}
}