2022-03-04 03:30:08 +00:00
|
|
|
using System.Collections;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
|
|
using System;
|
|
|
|
|
2022-03-14 14:21:05 +00:00
|
|
|
namespace HeavenStudio.Games.Scripts_WizardsWaltz
|
2022-03-04 03:30:08 +00:00
|
|
|
{
|
2023-05-07 20:33:15 +00:00
|
|
|
public class Plant : MonoBehaviour
|
2022-03-04 03:30:08 +00:00
|
|
|
{
|
|
|
|
public Animator animator;
|
2022-03-04 05:16:38 +00:00
|
|
|
public SpriteRenderer spriteRenderer;
|
2023-06-10 19:17:06 +00:00
|
|
|
public double createBeat;
|
2022-03-04 03:30:08 +00:00
|
|
|
|
|
|
|
private WizardsWaltz game;
|
|
|
|
private bool hit = false;
|
|
|
|
private bool passed = false;
|
|
|
|
|
2022-03-05 17:46:10 +00:00
|
|
|
public int order = 0;
|
|
|
|
|
2022-03-04 03:30:08 +00:00
|
|
|
private void Awake()
|
|
|
|
{
|
|
|
|
game = WizardsWaltz.instance;
|
2022-03-05 17:46:10 +00:00
|
|
|
spriteRenderer.sortingOrder = order;
|
2022-03-04 03:30:08 +00:00
|
|
|
animator.Play("Appear", 0, 0);
|
|
|
|
}
|
|
|
|
|
2023-01-16 03:05:25 +00:00
|
|
|
private void Start() {
|
|
|
|
game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
|
|
|
|
}
|
|
|
|
|
2022-03-04 03:30:08 +00:00
|
|
|
private void Update()
|
|
|
|
{
|
|
|
|
if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
|
|
|
|
{
|
|
|
|
StartCoroutine(FadeOut());
|
|
|
|
passed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public void Bloom()
|
|
|
|
{
|
|
|
|
animator.Play("Hit", 0, 0);
|
|
|
|
}
|
|
|
|
|
2022-03-04 06:37:33 +00:00
|
|
|
public void IdlePlant()
|
|
|
|
{
|
|
|
|
animator.Play("IdlePlant", 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void IdleFlower()
|
|
|
|
{
|
|
|
|
animator.Play("IdleFlower", 0, 0);
|
|
|
|
}
|
|
|
|
|
2022-03-04 03:30:08 +00:00
|
|
|
public void Eat()
|
|
|
|
{
|
|
|
|
animator.Play("Eat", 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void EatLoop()
|
|
|
|
{
|
|
|
|
animator.Play("EatLoop", 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void Ace()
|
|
|
|
{
|
|
|
|
game.wizard.Magic(this, true);
|
|
|
|
hit = true;
|
|
|
|
}
|
|
|
|
|
2023-01-16 03:05:25 +00:00
|
|
|
public void NearMiss()
|
2022-03-04 03:30:08 +00:00
|
|
|
{
|
|
|
|
game.wizard.Magic(this, false);
|
|
|
|
hit = true;
|
|
|
|
}
|
|
|
|
|
2023-01-16 03:05:25 +00:00
|
|
|
private void Just(PlayerActionEvent caller, float state)
|
2022-03-04 03:30:08 +00:00
|
|
|
{
|
2023-01-16 03:05:25 +00:00
|
|
|
if (state >= 1f || state <= -1f) {
|
|
|
|
NearMiss();
|
|
|
|
return;
|
|
|
|
}
|
2022-03-04 03:30:08 +00:00
|
|
|
Ace();
|
|
|
|
}
|
|
|
|
|
2023-01-16 03:05:25 +00:00
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
|
|
{
|
|
|
|
// this is where perfect challenge breaks
|
|
|
|
}
|
|
|
|
|
|
|
|
private void Out(PlayerActionEvent caller) {}
|
|
|
|
|
2022-03-04 03:30:08 +00:00
|
|
|
public IEnumerator FadeOut()
|
|
|
|
{
|
|
|
|
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
|
|
|
|
Destroy(gameObject);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|