HeavenStudioPlus/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs

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C#
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using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MannequinFactory
{
public class MannequinHead : MonoBehaviour
{
public double startBeat;
public bool needSlap;
[Header("Animators")]
[SerializeField] SpriteRenderer headSr;
[SerializeField] Sprite[] heads;
[SerializeField] SpriteRenderer eyesSr;
[SerializeField] Sprite[] eyes;
[SerializeField] Animator headAnim;
int turnStatus;
public MannequinFactory game;
private void Start()
{
game.slapScheduledBeat = startBeat + 4;
turnStatus = needSlap ? 0 : 1;
headSr.sprite = heads[turnStatus];
BeatAction.New(game, new List<BeatAction.Action> {
new(startBeat + 1, delegate { headAnim.DoScaledAnimationAsync("Move1", 0.3f); }),
new(startBeat + 3, delegate { if (game.gameManager.autoplay) headAnim.DoScaledAnimationAsync("Move2", 0.3f); }),
new(startBeat + 4, delegate {
PlayerActionEvent input;
if (turnStatus == 1) {
input = game.ScheduleInput(startBeat, 5, MannequinFactory.InputAction_Second, StampJust, StampMiss, null);
} else {
input = game.ScheduleUserInput(startBeat, 5, MannequinFactory.InputAction_Second, StampUnJust, StampMiss, null);
}
input.IsHittable = () => !game.StampAnim.IsPlayingAnimationNames("StampEmpty", "StampJust");
}),
});
PlayerActionEvent input;
if (needSlap) {
input = game.ScheduleInput(startBeat, 3, MannequinFactory.InputAction_First, SlapJust, SlapMiss, null);
} else {
input = game.ScheduleUserInput(startBeat, 3, MannequinFactory.InputAction_First, SlapUnJust, SlapMiss, null);
}
input.IsHittable = () => !game.HandAnim.IsPlayingAnimationNames("SlapEmpty", "SlapJust");
}
private void SlapJust(PlayerActionEvent caller, float state)
{
SlapHit(state);
headSr.sprite = heads[turnStatus];
}
private void SlapUnJust(PlayerActionEvent caller, float state)
{
eyesSr.transform.localScale = new Vector2(-1, 1);
headSr.transform.localScale = new Vector2(-1, 1);
headSr.sprite = heads[0];
game.ScoreMiss();
SlapHit(state);
}
private void SlapHit(float state)
{
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
turnStatus++;
SoundByte.PlayOneShotGame("mannequinFactory/slap");
game.HandAnim.DoScaledAnimationAsync("SlapJust", 0.3f);
headAnim.Play("Slapped", 0, 0);
}
private void SlapMiss(PlayerActionEvent caller)
{
headAnim.DoScaledAnimationAsync("Move2", 0.3f);
}
private void StampHit(float state)
{
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
headAnim.DoScaledAnimationAsync("Stamp", 0.3f);
game.StampAnim.DoScaledAnimationAsync("StampJust", 0.3f);
SoundByte.PlayOneShotGame("mannequinFactory/eyes");
eyesSr.gameObject.SetActive(true);
}
private void StampJust(PlayerActionEvent caller, float state)
{
StampHit(state);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("mannequinFactory/claw1", startBeat + 6),
new MultiSound.Sound("mannequinFactory/claw2", startBeat + 6.5),
});
BeatAction.New(game, new List<BeatAction.Action> {
new BeatAction.Action(startBeat + 5.75, delegate { headAnim.DoScaledAnimationAsync("Grabbed1", 0.3f); }),
new BeatAction.Action(startBeat + 6 , delegate { headAnim.DoScaledAnimationAsync("Grabbed2", 0.3f); }),
});
}
private void StampUnJust(PlayerActionEvent caller, float state)
{
StampHit(state);
eyesSr.sprite = eyes[1];
BeatAction.New(game, new List<BeatAction.Action> {
new BeatAction.Action(startBeat + 6, delegate {
SoundByte.PlayOneShotGame("mannequinFactory/miss");
headAnim.DoScaledAnimationAsync("StampMiss", 0.3f);
}),
});
}
private void StampMiss(PlayerActionEvent caller)
{
headAnim.DoScaledAnimationAsync("Move3", 0.3f);
BeatAction.New(game, new List<BeatAction.Action> {
new BeatAction.Action(startBeat + 6.5, delegate {
SoundByte.PlayOneShotGame("mannequinFactory/miss");
headAnim.DoScaledAnimationAsync("Miss", 0.3f);
}),
});
}
// animation event
public void DestroySelf()
{
Destroy(this);
}
}
}