mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
114 lines
3.7 KiB
C#
114 lines
3.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class WatchMonkey : MonoBehaviour
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{
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private Animator anim;
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private Animator holeAnim;
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[Header("Properties")]
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[SerializeField] private bool isPink;
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private MonkeyWatch game;
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private int direction = 0;
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public double monkeyBeat;
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private double disappearBeat = 0;
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private bool disappear = false;
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private PlayerActionEvent inputEvent;
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private void Awake()
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{
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game = MonkeyWatch.instance;
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anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (disappear)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(disappearBeat, 0.5f);
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anim.DoNormalizedAnimation(isPink ? "PinkAppear" : "Appear", 1 - normalizedBeat);
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float normalizedBeatClose = Conductor.instance.GetPositionFromBeat(disappearBeat + 0.25f, 0.25f);
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holeAnim.DoNormalizedAnimation("HoleClose", Mathf.Clamp01(normalizedBeatClose));
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if (normalizedBeat > 1f)
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{
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Destroy(gameObject);
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}
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}
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}
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public void Appear(double beat, bool instant, Animator hole, int dir)
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{
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monkeyBeat = beat;
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direction = dir;
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holeAnim = hole;
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holeAnim.DoScaledAnimationAsync("HoleOpen", 0.4f, instant ? 1 : 0);
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anim.DoScaledAnimationAsync(isPink ? "PinkAppear" : "Appear", 0.4f, instant ? 1 : 0);
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}
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public void Disappear(double beat)
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{
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disappear = true;
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disappearBeat = beat;
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Update();
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}
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public void Prepare(double prepareBeat, double inputBeat)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0);
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inputEvent = game.ScheduleInput(prepareBeat, inputBeat - prepareBeat, MonkeyWatch.InputAction_BasicPress, Just, Miss, Empty);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(prepareBeat - 0.25, delegate
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{
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if (inputEvent != null && inputEvent.enabled) anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0.4f);
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})
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});
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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bool barely = state >= 1f || state <= -1f;
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if (barely)
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{
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SoundByte.PlayOneShot("nearMiss");
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}
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else
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{
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SoundByte.PlayOneShotGame(isPink ? "monkeyWatch/clapOffbeat" : $"monkeyWatch/clapOnbeat{UnityEngine.Random.Range(1, 6)}");
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}
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game.monkeyClockArrow.Move();
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game.PlayerMonkeyClap(isPink, barely);
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anim.DoScaledAnimationAsync(isPink ? "PinkClap" + direction : "Clap" + direction, 0.4f);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.timer + caller.startBeat + 1, delegate
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{
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string whichAnim = barely ? "Barely" : "Just";
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anim.DoScaledAnimationAsync(isPink ? "Pink" + whichAnim : whichAnim, 0.4f);
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})
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});
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}
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private void Miss(PlayerActionEvent caller)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkMiss" : "Miss", 0.4f);
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game.monkeyClockArrow.Move();
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}
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private void Empty(PlayerActionEvent caller)
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{
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}
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}
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}
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