using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; namespace HeavenStudio.Games.Scripts_RhythmTweezers { public class LongHair : PlayerActionObject { public float createBeat; public GameObject hairSprite; public GameObject stubbleSprite; private RhythmTweezers game; private Tweezers tweezers; private Animator anim; private int pluckState = 0; public GameObject holder; public GameObject loop; private Sound pullSound; private void Awake() { game = RhythmTweezers.instance; anim = GetComponent(); tweezers = game.Tweezers; } private void Update() { float stateBeat; switch (pluckState) { // Able to be held. case 0: stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f); StateCheck(stateBeat); if (PlayerInput.Pressed(true)) { if (state.perfect) { pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}"); pluckState = 1; ResetState(); } else if (state.notPerfect()) { // I don't know what happens if you mess up here. pluckState = -1; } } break; // In held state. Able to be released. case 1: stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval + 0.5f, 1f); StateCheck(stateBeat); if (PlayerInput.PressedUp(true)) { // It's possible to release earlier than earlyTime, // and the hair will automatically be released before lateTime, // so standard state checking isn't applied here // (though StateCheck is still used for autoplay). if (stateBeat >= Minigame.perfectTime) { Ace(); } else { var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f); // Hair gets released early and returns whoops. anim.Play("LoopPullReverse", 0, normalized); tweezers.anim.Play("Idle", 0, 0); if (pullSound != null) pullSound.Stop(); pluckState = -1; } } break; // Released or missed. Can't be held or released. default: break; } if (pluckState == 1) { Vector3 tst = tweezers.tweezerSpriteTrans.position; var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position; holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection); float normalizedBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f); anim.Play("LoopPull", 0, normalizedBeat); tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat); // Auto-release if holding at release time. if (normalizedBeat >= 1f) Ace(); } loop.transform.localScale = Vector2.one / holder.transform.localScale; } public void Ace() { tweezers.LongPluck(true, this); tweezers.hitOnFrame++; if (pullSound != null) pullSound.Stop(); pluckState = -1; } public override void OnAce() { if (pluckState == 0) { pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}"); pluckState = 1; ResetState(); } else if (pluckState == 1) { Ace(); } } } }