using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio; using HeavenStudio.Util; namespace HeavenStudio.Games.Scripts_KarateMan { public class KarateManJoeNew : MonoBehaviour { public Animator anim; public GameEvent bop = new GameEvent(); float lastPunchTime = Single.MinValue; float lastComboMissTime = Single.MinValue; float lastUpperCutTime = Single.MinValue; public bool inCombo = false; int inComboId = -1; int shouldComboId = -1; public void SetComboId(int id) { inComboId = id; } public void SetShouldComboId(int id) { shouldComboId = id; } public int GetComboId() { return inComboId; } public int GetShouldComboId() { return shouldComboId; } private void Awake() { } private void Update() { var cond = Conductor.instance; if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, false) && cond.songPositionInBeats > bop.startBeat && !inCombo) { anim.Play("Beat", -1, 0); } if (inCombo && shouldComboId == -2) { float missProg = cond.GetPositionFromBeat(lastComboMissTime, 3f); if (missProg >= 0f && missProg < 1f) { anim.DoScaledAnimation("LowKickMiss", lastComboMissTime, 3f); } else if (missProg >= 1f) { anim.speed = 1f; bop.startBeat = lastComboMissTime + 3f; lastComboMissTime = Single.MinValue; inCombo = false; inComboId = -1; shouldComboId = -1; } } if (PlayerInput.Pressed(true) && !inCombo) { if (!KarateManNew.instance.IsExpectingInputNow()) { Punch(1); Jukebox.PlayOneShotGame("karateman/swingNoHit", forcePlay: true); } } else if (PlayerInput.AltPressed() && !inCombo) { if (!KarateManNew.instance.IsExpectingInputNow()) { //start a forced-fail combo sequence ForceFailCombo(cond.songPositionInBeats); } } else if (PlayerInput.AltPressedUp()) { if (!KarateManNew.instance.IsExpectingInputNow()) { if (inComboId != -1 && !KarateManNew.instance.IsExpectingInputNow()) { inComboId = -1; } } } } public bool Punch(int forceHand = 0) { var cond = Conductor.instance; bool straight = false; switch (forceHand) { case 0: if (cond.songPositionInBeats - lastPunchTime < 0.25f + (Minigame.LateTime() - 1f)) { lastPunchTime = Single.MinValue; anim.Play("Straight", -1, 0); straight = true; } else { lastPunchTime = cond.songPositionInBeats; anim.Play("Jab", -1, 0); } break; case 1: anim.Play("Jab", -1, 0); break; case 2: anim.Play("Straight", -1, 0); straight = true; break; } bop.startBeat = cond.songPositionInBeats + 0.5f; return straight; //returns what hand was used to punch the object } public void ComboSequence(int seq) { var cond = Conductor.instance; bop.startBeat = cond.songPositionInBeats + 1f; switch (seq) { case 0: anim.Play("LowJab", -1, 0); break; case 1: anim.Play("LowKick", -1, 0); break; case 2: anim.DoScaledAnimationAsync("BackHand", 0.5f); break; case 3: anim.DoScaledAnimationAsync("UpperCut", 0.5f); break; case 4: anim.Play("ToReady", -1, 0); bop.startBeat = cond.songPositionInBeats + 0.5f; break; default: break; } } public void ComboMiss(float beat) { var cond = Conductor.instance; lastComboMissTime = beat; bop.startBeat = beat + 3f; } public void ComboEnd(float beat, bool miss = false) { var cond = Conductor.instance; bop.startBeat = cond.songPositionInBeats + 1f; } public void ForceFailCombo(float beat) { if (inCombo) return; BeatAction.New(gameObject, new List() { new BeatAction.Action(beat, delegate { Punch(1); inCombo = true; inComboId = -1; shouldComboId = -1;}), new BeatAction.Action(beat + 0.25f, delegate { Punch(2); }), new BeatAction.Action(beat + 0.5f, delegate { ComboSequence(0); }), new BeatAction.Action(beat + 0.75f, delegate { shouldComboId = -2; ComboMiss(beat + 0.75f); }), }); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("karateman/swingNoHit", beat), new MultiSound.Sound("karateman/swingNoHit_Alt", beat + 0.25f), new MultiSound.Sound("karateman/swingNoHit_Alt", beat + 0.5f), new MultiSound.Sound("karateman/comboMiss", beat + 0.75f), }, forcePlay: true); } } }