HeavenStudioPlus/Assets/Scripts/Games/CropStomp/CropStomp.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using DG.Tweening;
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using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.CropStomp
{
public class CropStomp : Minigame
{
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const float stepDistance = 2.115f;
float scrollRate => stepDistance / (Conductor.instance.secPerBeat * 2f / Conductor.instance.musicSource.pitch);
float grassWidth;
private float newBeat = -1f; // So that marching can happen on beat 0.
private float marchStartBeat = -1f;
private float marchOffset;
private int currentMarchBeat;
private int stepCount;
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private bool isStepping;
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public bool isMarching => marchStartBeat != -1f && Conductor.instance.isPlaying;
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public Animator legsAnim;
public Transform farmerTrans;
public SpriteRenderer grass;
public Transform grassTrans;
public Transform scrollingHolder;
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public Farmer farmer;
private Tween shakeTween;
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public static CropStomp instance;
private void Awake()
{
instance = this;
}
private void Start()
{
// Finding grass sprite width for grass scrolling.
var grassSprite = grass.sprite;
var borderLeft = grassSprite.rect.xMin + grassSprite.border.x;
var borderRight = grassSprite.rect.xMax - grassSprite.border.z;
var borderWidthPixels = borderRight - borderLeft;
grassWidth = borderWidthPixels / grassSprite.pixelsPerUnit;
}
private void Update()
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{
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if (!isMarching)
return;
var cond = Conductor.instance;
if (cond.ReportBeat(ref newBeat, marchOffset, true))
{
currentMarchBeat += 1;
// Step.
if (currentMarchBeat % 2 != 0)
{
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// Don't step if already stomped.
if (!isStepping)
{
stepCount += 1;
var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
legsAnim.Play(stepAnim, 0, 0);
isStepping = true;
}
Jukebox.PlayOneShotGame("cropStomp/hmm");
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}
// Lift.
else
{
var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
legsAnim.Play(liftAnim, 0, 0);
var farmerPos = farmerTrans.localPosition;
farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
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isStepping = false;
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}
}
// Object scroll.
var scrollPos = scrollingHolder.localPosition;
var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
// Grass scroll.
var grassPos = grassTrans.localPosition;
var newGrassX = grassPos.x + (scrollRate * Time.deltaTime);
newGrassX = (newGrassX % (grassWidth * 4.5f));
grassTrans.localPosition = new Vector3(newGrassX, grassPos.y, grassPos.z);
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}
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public void StartMarching(float beat)
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{
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marchStartBeat = beat;
marchOffset = (marchStartBeat % 1) * Conductor.instance.secPerBeat / Conductor.instance.musicSource.pitch;
currentMarchBeat = 0;
stepCount = 0;
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farmer.nextStompBeat = beat;
}
public void Stomp()
{
// Don't increment step counter if autostep stepped already.
if (!isStepping)
stepCount += 1;
var stompAnim = (stepCount % 2 != 0 ? "StompFront" : "StompBack");
legsAnim.Play(stompAnim, 0, 0);
Jukebox.PlayOneShotGame("cropStomp/stomp");
if (shakeTween != null)
shakeTween.Kill(true);
var camTrans = GameCamera.instance.transform;
camTrans.localPosition = new Vector3(camTrans.localPosition.x, 0.75f, camTrans.localPosition.z);
camTrans.DOLocalMoveY(0f, 0.5f).SetEase(Ease.OutElastic, 1f);
isStepping = true;
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}
}
}