HeavenStudioPlus/Assets/Scripts/Games/BlueBear/Treat.cs

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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_BlueBear
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{
public class Treat : MonoBehaviour
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{
const float rotSpeed = 360f;
public bool isCake;
public double startBeat;
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bool flying = true;
double flyBeats;
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[NonSerialized] public BezierCurve3D curve;
private BlueBear game;
private void Awake()
{
game = BlueBear.instance;
}
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private void Start()
{
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flyBeats = isCake ? 3f : 2f;
game.ScheduleInput(startBeat, flyBeats, isCake ? InputType.DIRECTION_DOWN : InputType.STANDARD_DOWN, Just, Out, Out);
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}
private void Update()
{
if (flying)
{
var cond = Conductor.instance;
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
flyPos *= isCake ? 0.75f : 0.6f;
transform.position = curve.GetPoint(flyPos);
if (flyPos > 1f)
{
GameObject.Destroy(gameObject);
return;
}
float rot = isCake ? rotSpeed : -rotSpeed;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
}
}
void EatFood()
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{
flying = false;
if (isCake)
{
SoundByte.PlayOneShotGame("blueBear/chompCake");
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}
else
{
SoundByte.PlayOneShotGame("blueBear/chompDonut");
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}
game.Bite(isCake);
game.EatTreat();
SpawnCrumbs();
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GameObject.Destroy(gameObject);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
if (isCake)
{
game.headAndBodyAnim.Play("BiteL", 0, 0);
}
else
{
game.headAndBodyAnim.Play("BiteR", 0, 0);
}
return;
}
EatFood();
}
private void Miss(PlayerActionEvent caller) {}
private void Out(PlayerActionEvent caller) {}
void SpawnCrumbs()
{
var crumbsGO = GameObject.Instantiate(game.crumbsBase, game.crumbsHolder);
crumbsGO.SetActive(true);
crumbsGO.transform.position = transform.position;
var ps = crumbsGO.GetComponent<ParticleSystem>();
var main = ps.main;
var newGradient = new ParticleSystem.MinMaxGradient(isCake ? game.cakeGradient : game.donutGradient);
newGradient.mode = ParticleSystemGradientMode.RandomColor;
main.startColor = newGradient;
ps.Play();
}
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}
}