HeavenStudioPlus/Assets/Scripts/Games/KarateMan/KarateJoe.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.KarateMan
{
public class KarateJoe : MonoBehaviour
{
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public Animator anim;
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private int currentHitInList = 0;
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public GameObject HitEffect;
[Header("Particles")]
public ParticleSystem HitParticle;
public ParticleSystem RockParticle;
public GameObject BulbHit;
public bool hitBarrel = false;
private Coroutine kickC;
private float barrelBeat;
public static KarateJoe instance { get; set; }
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private void Start()
{
instance = this;
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anim = GetComponent<Animator>();
}
private void Update()
{
if (hitBarrel)
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{
if (PlayerInput.PressedUp())
{
if (kickC != null) StopCoroutine(kickC);
hitBarrel = false;
anim.Play("Kick", 0, 0);
}
if (Conductor.instance.songPositionInBeats > barrelBeat + 3)
{
if (kickC != null) StopCoroutine(kickC);
hitBarrel = false;
// should be inebetween for this
anim.Play("Idle", 0, 0);
}
}
else
{
if (PlayerInput.Pressed())
{
Swing();
}
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}
}
private IEnumerator PrepareKick()
{
barrelBeat = Conductor.instance.songPositionInBeats;
hitBarrel = true;
yield return new WaitForSeconds(0.17f);
anim.Play("KickPrepare", 0, 0);
}
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private void Swing()
{
// you cant hit two pots at a time like this so i should fix this before a public build is eventually made.
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var EligibleHits = KarateMan.instance.EligibleHits;
bool canHit = (EligibleHits.Count > 0) && (currentHitInList < EligibleHits.Count);
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bool punchLeft = true;
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if (canHit)
{
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Pot p = EligibleHits[currentHitInList].gameObject.GetComponent<Pot>();
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if (p.type == 2 || p.type == 3 || p.type == 4)
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{
punchLeft = false;
}
else
{
punchLeft = true;
}
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if (KarateMan.instance.EligibleHits[currentHitInList].perfect)
{
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Jukebox.PlayOneShotGame(p.hitSnd);
p.Hit();
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HitEffectF(HitEffect.transform.localPosition);
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switch (p.type)
{
case 0:
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// HitParticle.Play();
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break;
case 1:
GameObject bulbHit = Instantiate(BulbHit);
bulbHit.transform.parent = BulbHit.transform.parent;
bulbHit.SetActive(true);
Destroy(bulbHit, 0.7f);
break;
case 2:
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// RockParticle.Play();
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break;
case 4:
if (kickC != null) StopCoroutine(kickC);
kickC = StartCoroutine(PrepareKick());
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for (int i = 0; i < 8; i++)
{
GameObject be = new GameObject();
be.transform.localPosition = p.transform.localPosition;
be.transform.parent = this.transform.parent;
BarrelDestroyEffect bde = be.AddComponent<BarrelDestroyEffect>();
switch (i)
{
case 0:
bde.spriteIndex = 0;
break;
case 1:
bde.spriteIndex = 0;
break;
case 2:
bde.spriteIndex = 1;
break;
case 3:
bde.spriteIndex = 2;
break;
case 4:
bde.spriteIndex = 3;
break;
case 5:
bde.spriteIndex = 3;
break;
case 6:
bde.spriteIndex = 4;
break;
case 7:
bde.spriteIndex = 4;
break;
}
}
break;
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}
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}
else
{
Jukebox.PlayOneShot("miss");
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p.Miss();
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}
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p.isEligible = false;
p.RemoveObject(currentHitInList, EligibleHits);
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}
else
{
Jukebox.PlayOneShotGame("karateman/swingNoHit");
}
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if (punchLeft)
anim.Play("PunchLeft", 0, 0);
else
anim.Play("PunchRight", 0, 0);
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}
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public void HitEffectF(Vector3 pos)
{
GameObject hit = Instantiate(HitEffect);
hit.transform.parent = HitEffect.transform.parent;
hit.transform.localPosition = pos;
hit.SetActive(true);
Destroy(hit, 0.03f);
}
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}
}