HeavenStudioPlus/Assets/Scripts/Games/DogNinja/ThrowObject.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

147 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DogNinja
{
public class ThrowObject : MonoBehaviour
{
public float startBeat;
public int type;
public bool fromLeft;
public bool shouldSfx = true;
public int direction;
public string sfxNum;
private Vector3 objPos;
private bool isActive = true;
private float barelyTime;
[Header("Animators")]
Animator DogAnim;
[Header("References")]
public BezierCurve3D curve;
[SerializeField] BezierCurve3D barelyCurve;
[SerializeField] BezierCurve3D BarelyLeftCurve;
[SerializeField] BezierCurve3D BarelyRightCurve;
[SerializeField] GameObject HalvesLeftBase;
[SerializeField] GameObject HalvesRightBase;
[SerializeField] Transform ObjectParent;
public Sprite[] objectLeftHalves;
public Sprite[] objectRightHalves;
private DogNinja game;
private void Awake()
{
game = DogNinja.instance;
DogAnim = game.DogAnim;
}
private void Start()
{
barelyCurve = fromLeft ? BarelyRightCurve : BarelyLeftCurve;
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
}
private void Update()
{
float flyPos = Conductor.instance.GetPositionFromBeat(startBeat, 1f)+1.1f;
float flyPosBarely = Conductor.instance.GetPositionFromBeat(barelyTime, 1f)+1f;
if (isActive) {
flyPos *= 0.31f;
transform.position = curve.GetPoint(flyPos);
objPos = curve.GetPoint(flyPos);
// destroy object when it's off-screen
if (flyPos > 1f) {
GameObject.Destroy(gameObject);
}
} else {
flyPosBarely *= 0.3f;
transform.position = barelyCurve.GetPoint(flyPosBarely) + objPos;
float rot = fromLeft ? 200f : -200f;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
if (flyPosBarely > 1f) {
GameObject.Destroy(gameObject);
}
}
if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|| GameManager.instance.currentGame != "dogNinja") {
GameObject.Destroy(gameObject);
}
}
private void SuccessSlice()
{
string slice = "Slice" + direction switch
{
0 => "Left",
1 => "Right",
2 => "Both",
};
DogAnim.DoScaledAnimationAsync(slice, 0.5f);
if (shouldSfx) Jukebox.PlayOneShotGame(sfxNum+"2");
game.WhichLeftHalf.sprite = objectLeftHalves[type-1];
game.WhichRightHalf.sprite = objectRightHalves[type-1];
SpawnHalves LeftHalf = Instantiate(HalvesLeftBase, game.gameObject.transform).GetComponent<SpawnHalves>();
LeftHalf.startBeat = startBeat;
LeftHalf.lefty = fromLeft;
LeftHalf.objPos = objPos;
SpawnHalves RightHalf = Instantiate(HalvesRightBase, game.gameObject.transform).GetComponent<SpawnHalves>();
RightHalf.startBeat = startBeat;
RightHalf.lefty = fromLeft;
RightHalf.objPos = objPos;
GameObject.Destroy(gameObject);
}
private void JustSlice()
{
isActive = false;
barelyTime = Conductor.instance.songPositionInBeats;
string barely = "Barely" + direction switch
{
0 => "Left",
1 => "Right",
2 => "Both",
};
DogAnim.DoScaledAnimationAsync(barely, 0.5f);
Jukebox.PlayOneShotGame("dogNinja/barely");
}
private void Hit(PlayerActionEvent caller, float state)
{
game.DogAnim.SetBool("needPrepare", false);
if (state >= 1f || state <= -1f) {
JustSlice();
} else {
SuccessSlice();
}
}
private void Miss(PlayerActionEvent caller)
{
if (!DogAnim.GetBool("needPrepare")) ;
DogAnim.DoScaledAnimationAsync("UnPrepare", 0.5f);
DogAnim.SetBool("needPrepare", false);
}
private void Out(PlayerActionEvent caller)
{
DogAnim.SetBool("needPrepare", false);
}
}
}