HeavenStudioPlus/Assets/Scripts/Games/ClappyTrio/ClappyTrioPlayer.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_ClappyTrio
{
public class ClappyTrioPlayer : PlayerActionObject
{
ClappyTrio game;
private float lastClapBeat;
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private float lastClapLength;
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public bool clapStarted = false;
public bool canHit;
private GameObject clapEffect;
private void Awake()
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{
game = ClappyTrio.instance;
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clapEffect = transform.GetChild(4).GetChild(3).gameObject;
}
private void Update()
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Clap(false);
game.ScoreMiss();
}
}
public void QueueClap(float startBeat, float length)
{
lastClapBeat = startBeat;
lastClapLength = length;
game.ScheduleInput(startBeat, length, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Just(PlayerActionEvent caller, float state)
{
if (!canHit) {
Clap(false);
return;
}
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
Clap(false);
return;
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}
Clap(true);
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}
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private void Miss(PlayerActionEvent caller) {
game.playerHitLast = false;
game.missed = true;
game.emoCounter = 2;
if (clapStarted)
this.canHit = false;
}
private void Out(PlayerActionEvent caller) {}
private void Clap(bool just)
{
game.emoCounter = 2;
if (just)
{
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clapEffect.SetActive(true);
Jukebox.PlayOneShotGame("clappyTrio/rightClap");
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if (this.canHit)
game.playerHitLast = true;
}
else
{
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clapEffect.SetActive(false);
Jukebox.PlayOneShot("miss");
game.playerHitLast = false;
game.missed = true;
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if (clapStarted)
this.canHit = false;
}
clapStarted = false;
game.SetFace(game.Lion.Count - 1, 4);
this.GetComponent<Animator>().Play("Clap", 0, 0);
}
}
}