HeavenStudioPlus/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using DG.Tweening;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.RhythmTweezers
{
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// use PlayerActionObject for the actual tweezers but this isn't playable rn so IDC
public class RhythmTweezers : Minigame
{
public Transform VegetableHolder;
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public GameObject Vegetable;
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public Animator VegetableAnimator;
public Tweezers Tweezers;
public GameObject hairBase;
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[SerializeField] private GameObject HairsHolder;
[NonSerialized] public int hairsLeft = 0;
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public float beatInterval = 4f;
float intervalStartBeat;
bool intervalStarted;
public float tweezerBeatOffset = 0f;
Tween transitionTween;
bool transitioning = false;
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public static RhythmTweezers instance { get; set; }
private void Awake()
{
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instance = this;
}
public void SpawnHair(float beat)
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{
// End transition early if the next hair is a lil early.
StopTransitionIfActive();
// If interval hasn't started, assume this is the first hair of the interval.
if (!intervalStarted)
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{
SetIntervalStart(beat, beatInterval);
}
Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
hair.gameObject.SetActive(true);
float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
hairsLeft++;
}
public void SetIntervalStart(float beat, float interval = 4f)
{
// End transition early if the interval starts a lil early.
StopTransitionIfActive();
intervalStartBeat = beat;
beatInterval = interval;
intervalStarted = true;
hairsLeft = 0;
}
const float vegDupeOffset = 16.7f;
public void NextVegetable(float beat)
{
transitioning = true;
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Jukebox.PlayOneShotGame("rhythmTweezers/register", beat);
// Move both vegetables to the left by vegDupeOffset, then reset their positions.
// On position reset, reset state of core vegetable.
transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f)
.OnComplete(() => {
var holderPos = VegetableHolder.localPosition;
VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
ResetVegetable();
transitioning = false;
intervalStarted = false;
}).SetEase(Ease.InOutSine);
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}
private void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
{
StopTransitionIfActive();
ResetVegetable();
intervalStarted = false;
}
}
private void LateUpdate()
{
// Set tweezer angle.
var tweezerAngle = -180f;
if (intervalStarted)
{
var tweezerTime = Conductor.instance.songPositionInBeats - beatInterval - tweezerBeatOffset;
var unclampedAngle = -58f + 116 * Mathp.Normalize(tweezerTime, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
}
Tweezers.transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
// Set tweezer to follow vegetable.
var currentTweezerPos = Tweezers.transform.localPosition;
Tweezers.transform.localPosition = new Vector3(currentTweezerPos.x, Vegetable.transform.localPosition.y + 1f, currentTweezerPos.z);
}
private void ResetVegetable()
{
foreach (Transform t in HairsHolder.transform)
{
var go = t.gameObject;
if (go != hairBase)
GameObject.Destroy(go);
}
VegetableAnimator.Play("Idle", 0, 0);
}
private void StopTransitionIfActive()
{
if (transitioning)
{
if (transitionTween != null)
transitionTween.Kill(true);
}
}
}
}