using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; namespace HeavenStudio.Games.Scripts_RhythmTweezers { public class NoPeekingSign : MonoBehaviour { private float peekBeat = -1; private bool peekRising; private bool shouldDelete; private Animator anim; private SpriteRenderer sr; [SerializeField] private Sprite noPeekFullSprite; [SerializeField] private Sprite noPeekHalfLeftSprite; [SerializeField] private Sprite noPeekHalfRightSprite; private void Awake() { anim = GetComponent(); sr = GetComponent(); } public void Init(float beat, float length, int type) { peekBeat = beat - 1; peekRising = true; BeatAction.New(gameObject, new List() { new BeatAction.Action(beat + length, delegate { peekBeat = beat + length; peekRising = false; shouldDelete = true; }) }); sr.sprite = type switch { (int)RhythmTweezers.NoPeekSignType.Full => noPeekFullSprite, (int)RhythmTweezers.NoPeekSignType.HalfLeft => noPeekHalfLeftSprite, (int)RhythmTweezers.NoPeekSignType.HalfRight => noPeekHalfRightSprite, _ => throw new System.NotImplementedException(), }; } public void Update() { float normalizedBeat = Conductor.instance.GetPositionFromBeat(peekBeat, 1); if (normalizedBeat >= 0f && normalizedBeat <= 1f) { anim.DoNormalizedAnimation(peekRising ? "NoPeekRise" : "NoPeekLower", normalizedBeat); } if (normalizedBeat > 1f && !peekRising && shouldDelete) { Destroy(gameObject); } } } }