using HeavenStudio.Util; using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; namespace HeavenStudio.Games.Scripts_MeatGrinder { public class MeatToss : MonoBehaviour { public double startBeat; public double cueLength; public bool cueBased; public string meatType; [Header("Animators")] private Animator anim; private MeatGrinder game; private void Awake() { game = MeatGrinder.instance; anim = GetComponent(); } private void Start() { game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Nothing); BeatAction.New(gameObject, new List() { new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate { anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f); }), }); } private void Update() { if (anim.IsPlayingAnimationName("DarkIdle") || anim.IsPlayingAnimationName("LightIdle")) GameObject.Destroy(gameObject); } private void InputActions(bool annoyBoss, string whichSfx, string whichAnim) { game.bossAnnoyed = annoyBoss; SoundByte.PlayOneShotGame("meatGrinder/"+whichSfx); game.TackAnim.DoScaledAnimationAsync(whichAnim, 0.5f); } private void Hit(PlayerActionEvent caller, float state) { game.TackAnim.SetBool("tackMeated", false); anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f); if (state >= 1f || state <= -1f) { InputActions(true, "tink", "TackHitBarely"); } else { InputActions(false, "meatHit", "TackHitSuccess"); } } private void Miss(PlayerActionEvent caller) { GameObject.Destroy(gameObject); InputActions(true, "miss", "TackMiss"+meatType); game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f); game.TackAnim.SetBool("tackMeated", true); } private void Nothing(PlayerActionEvent caller) { } } }