using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace HeavenStudio.Games.Scripts_WizardsWaltz { public class Plant : PlayerActionObject { public Animator animator; public SpriteRenderer spriteRenderer; public float createBeat; private WizardsWaltz game; private bool hit = false; private bool passed = false; public int order = 0; private void Awake() { game = WizardsWaltz.instance; spriteRenderer.sortingOrder = order; animator.Play("Appear", 0, 0); } private void Start() { game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out); } private void Update() { if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval) { StartCoroutine(FadeOut()); passed = true; } } public void Bloom() { animator.Play("Hit", 0, 0); } public void IdlePlant() { animator.Play("IdlePlant", 0, 0); } public void IdleFlower() { animator.Play("IdleFlower", 0, 0); } public void Eat() { animator.Play("Eat", 0, 0); } public void EatLoop() { animator.Play("EatLoop", 0, 0); } public void Ace() { game.wizard.Magic(this, true); hit = true; } public void NearMiss() { game.wizard.Magic(this, false); hit = true; } private void Just(PlayerActionEvent caller, float state) { if (state >= 1f || state <= -1f) { NearMiss(); return; } Ace(); } private void Miss(PlayerActionEvent caller) { // this is where perfect challenge breaks } private void Out(PlayerActionEvent caller) {} public IEnumerator FadeOut() { yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f); Destroy(gameObject); } } }