HeavenStudioPlus/Assets/Scripts/Games/WizardsWaltz/Plant.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace RhythmHeavenMania.Games.WizardsWaltz
{
public class Plant : PlayerActionObject
{
public Animator animator;
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public SpriteRenderer spriteRenderer;
public float createBeat;
private WizardsWaltz game;
private bool hit = false;
private bool passed = false;
private void Awake()
{
game = WizardsWaltz.instance;
}
private void Start()
{
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spriteRenderer.sortingOrder = (int)Math.Round((transform.position.z - 2) * 1000);
animator.Play("Appear", 0, 0);
}
private void Update()
{
if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
{
StartCoroutine(FadeOut());
passed = true;
}
if (hit) return;
float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
StateCheck(stateBeat);
if (PlayerInput.Pressed(true))
{
if (state.perfect)
{
Ace();
} else if (state.notPerfect())
{
Miss();
}
}
}
public void Bloom()
{
animator.Play("Hit", 0, 0);
}
public void IdlePlant()
{
animator.Play("IdlePlant", 0, 0);
}
public void IdleFlower()
{
animator.Play("IdleFlower", 0, 0);
}
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;
}
public void Miss()
{
game.wizard.Magic(this, false);
hit = true;
}
public override void OnAce()
{
Ace();
}
public IEnumerator FadeOut()
{
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
Destroy(gameObject);
}
}
}