using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; using UnityEngine.UIElements; namespace HeavenStudio.Games.Scripts_RhythmTweezers { public class LongHair : MonoBehaviour { public double 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 double inputBeat; PlayerActionEvent endEvent; public void StartInput(double beat, double length, Tweezers tweezer) { game = RhythmTweezers.instance; anim = GetComponent(); tweezers = tweezer; inputBeat = beat + length; game.ScheduleInput(beat, length, RhythmTweezers.InputAction_Press, StartJust, StartMiss, Out); } private void Update() { 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(inputBeat, 0.5f); anim.Play("LoopPull", 0, normalizedBeat); tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat); if (!game.IsExpectingInputNow(RhythmTweezers.InputAction_Release) && PlayerInput.GetIsAction(RhythmTweezers.InputAction_Release) && normalizedBeat < 1f) { EndEarly(); endEvent.Disable(); } // Auto-release if holding at release time. if (normalizedBeat >= 1f) endEvent.Hit(0, 1); } loop.transform.localScale = Vector2.one / holder.transform.localScale; } public void EndAce() { if (pluckState != 1) return; tweezers.LongPluck(true, this); tweezers.hitOnFrame++; if (pullSound != null) pullSound.Stop(); pluckState = -1; } public void EndEarly() { var normalized = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f); anim.Play("LoopPullReverse", 0, normalized); tweezers.anim.Play("Tweezers_Idle", 0, 0); if (pullSound != null) pullSound.Stop(); pluckState = -1; game.ScoreMiss(); } private void StartJust(PlayerActionEvent caller, float state) { // don't count near misses if (state >= 1f || state <= -1f) { pluckState = -1; return; } pullSound = SoundByte.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}"); pluckState = 1; endEvent = game.ScheduleInput(inputBeat, 0.5f, RhythmTweezers.InputAction_Release, EndJust, Out, Out); } private void StartMiss(PlayerActionEvent caller) { // this is where perfect challenge breaks } private void Out(PlayerActionEvent caller) {} private void EndJust(PlayerActionEvent caller, float state) { if (state <= -1f) { EndEarly(); return; } EndAce(); } } }