HeavenStudioPlus/Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs

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using UnityEngine;
using System;
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using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
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namespace HeavenStudio.Games.Scripts_TapTrial
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{
public class TapTrialPlayer : MonoBehaviour
{
private enum TapState
{
Tap,
DoubleTap,
TripleTap,
Jumping
}
private TapState state = TapState.Tap;
private int tripleTaps = 0;
private Animator anim;
[SerializeField] private ParticleSystem tapEffectLeft;
[SerializeField] private ParticleSystem tapEffectRight;
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private TapTrial game;
private void Awake()
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{
anim = GetComponent<Animator>();
game = TapTrial.instance;
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}
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private void Update()
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
WhiffTap();
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}
}
public void Bop()
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{
anim.DoScaledAnimationAsync("Bop", 0.5f);
}
private void WhiffTap()
{
switch (state)
{
case TapState.Tap:
game.ScoreMiss();
game.ResetScroll();
Tap(false, false);
break;
case TapState.DoubleTap:
game.ScoreMiss();
game.ResetScroll();
Tap(false, true);
break;
case TapState.TripleTap:
game.ScoreMiss();
game.ResetScroll();
break;
case TapState.Jumping:
break;
}
}
public void PrepareJump()
{
anim.DoScaledAnimationAsync("JumpPrepare", 0.5f);
state = TapState.Jumping;
}
public void Jump(bool final)
{
anim.DoScaledAnimationAsync(final ? "FinalJump" : "JumpTap", 0.5f);
state = TapState.Jumping;
}
public void JumpTap(bool ace, bool final)
{
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(true);
SpawnTapEffect(false);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(final ? "FinalJump_Tap" : "JumpTap_Success", 0.5f);
}
public void JumpTapMiss(bool final)
{
anim.DoScaledAnimationAsync(final ? "FinalJump_Miss" : "JumpTap_Miss", 0.5f);
}
public void PrepareTap(bool doubleTap = false)
{
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTapPrepare" : "TapPrepare", 0.5f);
state = doubleTap ? TapState.DoubleTap : TapState.Tap;
}
public void Tap(bool ace, bool doubleTap = false)
{
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(!doubleTap);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(doubleTap ? "DoubleTap" : "Tap", 0.5f);
}
public void PrepareTripleTap(double beat)
{
anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f);
state = TapState.TripleTap;
tripleTaps = 0;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.5, delegate
{
anim.DoScaledAnimationAsync("PosePrepare_2", 0.5f);
})
});
}
public void TripleTap(bool ace)
{
bool tapLeft = tripleTaps % 2 == 0;
tripleTaps++;
if (ace)
{
SoundByte.PlayOneShotGame("tapTrial/tap");
SpawnTapEffect(tapLeft);
}
else
{
SoundByte.PlayOneShot("nearMiss");
game.ResetScroll();
}
anim.DoScaledAnimationAsync(tapLeft ? "PoseTap_L" : "PoseTap_R", 0.5f);
}
private void SpawnTapEffect(bool left)
{
ParticleSystem spawnedTap = Instantiate(left ? tapEffectLeft : tapEffectRight, game.transform);
spawnedTap.Play();
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}
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}
}