using UnityEngine; using System; using HeavenStudio.Util; using System.Collections; using System.Collections.Generic; namespace HeavenStudio.Games.Scripts_TapTrial { public class TapTrialPlayer : MonoBehaviour { private enum TapState { Tap, DoubleTap, TripleTap, Jumping } private TapState state = TapState.Tap; private int tripleTaps = 0; private Animator anim; [SerializeField] private ParticleSystem tapEffectLeft; [SerializeField] private ParticleSystem tapEffectRight; private TapTrial game; private void Awake() { anim = GetComponent(); game = TapTrial.instance; } private void Update() { if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) { WhiffTap(); } } public void Bop() { anim.DoScaledAnimationAsync("Bop", 0.5f); } private void WhiffTap() { switch (state) { case TapState.Tap: game.ScoreMiss(); game.ResetScroll(); Tap(false, false); break; case TapState.DoubleTap: game.ScoreMiss(); game.ResetScroll(); Tap(false, true); break; case TapState.TripleTap: game.ScoreMiss(); game.ResetScroll(); break; case TapState.Jumping: break; } } public void PrepareJump() { anim.DoScaledAnimationAsync("JumpPrepare", 0.5f); state = TapState.Jumping; } public void Jump(bool final) { anim.DoScaledAnimationAsync(final ? "FinalJump" : "JumpTap", 0.5f); state = TapState.Jumping; } public void JumpTap(bool ace, bool final) { if (ace) { SoundByte.PlayOneShotGame("tapTrial/tap"); SpawnTapEffect(true); SpawnTapEffect(false); } else { SoundByte.PlayOneShot("nearMiss"); game.ResetScroll(); } anim.DoScaledAnimationAsync(final ? "FinalJump_Tap" : "JumpTap_Success", 0.5f); } public void JumpTapMiss(bool final) { anim.DoScaledAnimationAsync(final ? "FinalJump_Miss" : "JumpTap_Miss", 0.5f); } public void PrepareTap(bool doubleTap = false) { anim.DoScaledAnimationAsync(doubleTap ? "DoubleTapPrepare" : "TapPrepare", 0.5f); state = doubleTap ? TapState.DoubleTap : TapState.Tap; } public void Tap(bool ace, bool doubleTap = false) { if (ace) { SoundByte.PlayOneShotGame("tapTrial/tap"); SpawnTapEffect(!doubleTap); } else { SoundByte.PlayOneShot("nearMiss"); game.ResetScroll(); } anim.DoScaledAnimationAsync(doubleTap ? "DoubleTap" : "Tap", 0.5f); } public void PrepareTripleTap(double beat) { anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f); state = TapState.TripleTap; tripleTaps = 0; BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.5, delegate { anim.DoScaledAnimationAsync("PosePrepare_2", 0.5f); }) }); } public void TripleTap(bool ace) { bool tapLeft = tripleTaps % 2 == 0; tripleTaps++; if (ace) { SoundByte.PlayOneShotGame("tapTrial/tap"); SpawnTapEffect(tapLeft); } else { SoundByte.PlayOneShot("nearMiss"); game.ResetScroll(); } anim.DoScaledAnimationAsync(tapLeft ? "PoseTap_L" : "PoseTap_R", 0.5f); } private void SpawnTapEffect(bool left) { ParticleSystem spawnedTap = Instantiate(left ? tapEffectLeft : tapEffectRight, game.transform); spawnedTap.Play(); } } }