HeavenStudioPlus/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using TMPro;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MrUpbeat
{
public class UpbeatMan : MonoBehaviour
{
[Header("References")]
[SerializeField] Animator anim;
[SerializeField] Animator blipAnim;
[SerializeField] Animator letterAnim;
[SerializeField] GameObject[] shadows;
[SerializeField] TMP_Text blipText;
public int stepTimes = 0;
public int blipSize = 0;
public string blipString = "M";
public void Blip()
{
float c = Conductor.instance.songPositionInBeats;
// checks if the position is on an offbeat; accurate until you get down to 20 fps or so (i.e unplayable)
float pos = ((MathF.Floor(c * 10)/10 % 1) == 0.5f) ? MathF.Floor(c) : MathF.Round(c);
// recursive, should happen on the offbeat (unless downbeatMod is different)
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(pos + MrUpbeat.downbeatMod, delegate {
if (MrUpbeat.shouldBlip) {
Jukebox.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
}
}),
new BeatAction.Action(pos + MrUpbeat.downbeatMod + 0.999f, delegate {
Blip();
}),
});
}
public void Step()
{
stepTimes++;
bool x = (stepTimes % 2 == 1);
shadows[0].SetActive(!x);
shadows[1].SetActive(x);
transform.localScale = new Vector3(x ? -1 : 1, 1);
anim.DoScaledAnimationAsync("Step", 0.5f);
letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
Jukebox.PlayOneShotGame("mrUpbeat/step");
}
public void Fall()
{
blipSize = 0;
blipAnim.Play("Idle", 0, 0);
blipText.text = "";
anim.DoScaledAnimationAsync("Fall", 0.5f);
Jukebox.PlayOneShot("miss");
shadows[0].SetActive(false);
shadows[1].SetActive(false);
}
}
}