HeavenStudioPlus/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using DG.Tweening;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.RhythmTweezers
{
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// use PlayerActionObject for the actual tweezers but this isn't playable rn so IDC
public class RhythmTweezers : Minigame
{
[Header("References")]
public Transform VegetableHolder;
public SpriteRenderer Vegetable;
public SpriteRenderer VegetableDupe;
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public Animator VegetableAnimator;
public Tweezers Tweezers;
public GameObject hairBase;
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public GameObject longHairBase;
public GameObject pluckedHairBase;
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public GameObject HairsHolder;
public GameObject DroppedHairsHolder;
[NonSerialized] public int hairsLeft = 0;
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[Header("Variables")]
public float beatInterval = 4f;
float intervalStartBeat;
bool intervalStarted;
public float tweezerBeatOffset = 0f;
[Header("Sprites")]
public Sprite pluckedHairSprite;
public Sprite missedHairSprite;
public Sprite onionSprite;
public Sprite potatoSprite;
[NonSerialized] public int eyeSize = 0;
Tween transitionTween;
bool transitioning = false;
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private static Color _defaultOnionColor;
public static Color defaultOnionColor
{
get
{
ColorUtility.TryParseHtmlString("#C89600", out _defaultOnionColor);
return _defaultOnionColor;
}
}
private static Color _defaultPotatoColor;
public static Color defaultPotatoColor
{
get
{
ColorUtility.TryParseHtmlString("#FFDC00", out _defaultPotatoColor);
return _defaultPotatoColor;
}
}
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public static RhythmTweezers instance { get; set; }
private void Awake()
{
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instance = this;
}
public void SpawnHair(float beat)
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{
// End transition early if the next hair is a lil early.
StopTransitionIfActive();
// If interval hasn't started, assume this is the first hair of the interval.
if (!intervalStarted)
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{
SetIntervalStart(beat, beatInterval);
}
Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
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hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
hairsLeft++;
}
public void SpawnLongHair(float beat)
{
StopTransitionIfActive();
if (!intervalStarted)
{
SetIntervalStart(beat, beatInterval);
}
Jukebox.PlayOneShotGame("rhythmTweezers/longAppear", beat);
LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
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float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
hairsLeft++;
}
public void SetIntervalStart(float beat, float interval = 4f)
{
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// Don't do these things if the interval was already started.
if (!intervalStarted)
{
// End transition early if the interval starts a lil early.
StopTransitionIfActive();
hairsLeft = 0;
intervalStarted = true;
}
intervalStartBeat = beat;
beatInterval = interval;
}
const float vegDupeOffset = 16.7f;
public void NextVegetable(float beat, int type, Color onionColor, Color potatoColor)
{
transitioning = true;
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Jukebox.PlayOneShotGame("rhythmTweezers/register", beat);
Sprite nextVeggieSprite = type == 0 ? onionSprite : potatoSprite;
Color nextColor = type == 0 ? onionColor : potatoColor;
VegetableDupe.sprite = nextVeggieSprite;
VegetableDupe.color = nextColor;
// Move both vegetables to the left by vegDupeOffset, then reset their positions.
// On position reset, reset state of core vegetable.
transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f)
.OnComplete(() => {
var holderPos = VegetableHolder.localPosition;
VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
Vegetable.sprite = nextVeggieSprite;
Vegetable.color = nextColor;
ResetVegetable();
transitioning = false;
intervalStarted = false;
}).SetEase(Ease.InOutSine);
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}
public void ChangeVegetableImmediate(int type, Color onionColor, Color potatoColor)
{
StopTransitionIfActive();
Sprite newSprite = type == 0 ? onionSprite : potatoSprite;
Color newColor = type == 0 ? onionColor : potatoColor;
Vegetable.sprite = newSprite;
Vegetable.color = newColor;
VegetableDupe.sprite = newSprite;
VegetableDupe.color = newColor;
}
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private void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
{
StopTransitionIfActive();
ResetVegetable();
intervalStarted = false;
}
}
private void LateUpdate()
{
// Set tweezer angle.
var tweezerAngle = -180f;
if (intervalStarted)
{
var tweezerTime = Conductor.instance.songPositionInBeats - beatInterval - tweezerBeatOffset;
var unclampedAngle = -58f + 116 * Mathp.Normalize(tweezerTime, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
}
Tweezers.transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
// Set tweezer to follow vegetable.
var currentTweezerPos = Tweezers.transform.localPosition;
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var vegetablePos = Vegetable.transform.localPosition;
var vegetableHolderPos = VegetableHolder.transform.localPosition;
Tweezers.transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
}
private void ResetVegetable()
{
// If the tweezers happen to be holding a hair, drop it immediately so it can be destroyed below.
Tweezers.DropHeldHair();
foreach (Transform t in HairsHolder.transform)
{
GameObject.Destroy(t.gameObject);
}
foreach (Transform t in DroppedHairsHolder.transform)
{
GameObject.Destroy(t.gameObject);
}
VegetableAnimator.Play("Idle", 0, 0);
eyeSize = 0;
}
private void StopTransitionIfActive()
{
if (transitioning)
{
if (transitionTween != null)
transitionTween.Kill(true);
}
}
}
}