mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 13:57:32 +00:00
9ab77e7f46
* license change replace unneeded package * reword this
162 lines
No EOL
5.4 KiB
C#
162 lines
No EOL
5.4 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
|
|
namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|
{
|
|
public class Tweezers : MonoBehaviour
|
|
{
|
|
public int hitOnFrame;
|
|
[NonSerialized] public Animator anim;
|
|
private Animator vegetableAnim;
|
|
private RhythmTweezers game;
|
|
private bool pluckingThisFrame;
|
|
private bool holdingHair;
|
|
public SpriteRenderer heldHairSprite;
|
|
public Transform tweezerSpriteTrans;
|
|
private double passTurnBeat = -1;
|
|
private double passTurnEndBeat = -1;
|
|
[NonSerialized] public int hairsLeft;
|
|
private int eyeSize = 0;
|
|
|
|
private void Awake()
|
|
{
|
|
anim = GetComponent<Animator>();
|
|
vegetableAnim = RhythmTweezers.instance.VegetableAnimator;
|
|
|
|
game = RhythmTweezers.instance;
|
|
}
|
|
|
|
public void Init(double beat, double endBeat)
|
|
{
|
|
passTurnBeat = beat;
|
|
passTurnEndBeat = endBeat;
|
|
Update();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (passTurnBeat != -1)
|
|
{
|
|
// Set tweezer angle.
|
|
float tweezerTime = Conductor.instance.GetPositionFromBeat(passTurnBeat, Math.Max(passTurnEndBeat - 1f - passTurnBeat, 1));
|
|
var unclampedAngle = -58f + (116 * tweezerTime);
|
|
var tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
|
|
|
|
transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
|
|
|
|
// Set tweezer to follow vegetable.
|
|
var currentTweezerPos = transform.localPosition;
|
|
var vegetablePos = game.Vegetable.transform.localPosition;
|
|
var vegetableHolderPos = game.VegetableHolder.transform.localPosition;
|
|
transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
|
|
|
|
if (tweezerAngle == 180)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
if (PlayerInput.GetIsAction(RhythmTweezers.InputAction_Press) && !game.IsExpectingInputNow(RhythmTweezers.InputAction_Press))
|
|
{
|
|
DropHeldHair();
|
|
anim.Play("Tweezers_Pluck", 0, 0);
|
|
}
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
}
|
|
|
|
public void Pluck(bool ace, Hair hair)
|
|
{
|
|
DropHeldHair();
|
|
if (hair == null) return;
|
|
|
|
if (ace)
|
|
{
|
|
SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
|
|
|
|
hair.hairSprite.SetActive(false);
|
|
hair.stubbleSprite.SetActive(true);
|
|
|
|
hairsLeft--;
|
|
eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
|
|
|
|
if (hairsLeft <= 0)
|
|
vegetableAnim.Play("HopFinal", 0, 0);
|
|
else
|
|
vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
|
|
|
|
anim.Play("Tweezers_Pluck_Success", 0, 0);
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
|
|
SoundByte.PlayOneShot("miss");
|
|
|
|
hair.hairSprite.SetActive(false);
|
|
hair.missedSprite.SetActive(true);
|
|
|
|
vegetableAnim.Play("Blink", 0, 0);
|
|
|
|
anim.Play("Tweezers_Pluck_Fail", 0, 0);
|
|
}
|
|
|
|
// pluckingThisFrame = true; // Prevents standard pluck from playing in LateUpdate().
|
|
holdingHair = true;
|
|
}
|
|
|
|
public void LongPluck(bool ace, LongHair hair)
|
|
{
|
|
DropHeldHair();
|
|
if (hair == null) return;
|
|
|
|
if (ace)
|
|
{
|
|
SoundByte.PlayOneShotGame("rhythmTweezers/longPullEnd");
|
|
|
|
hair.hairSprite.SetActive(false);
|
|
hair.stubbleSprite.SetActive(true);
|
|
// Making transparent instead of disabling because animators are silly.
|
|
hair.loop.GetComponent<SpriteRenderer>().color = Color.clear;
|
|
|
|
hairsLeft--;
|
|
eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
|
|
|
|
if (hairsLeft <= 0)
|
|
vegetableAnim.Play("HopFinal", 0, 0);
|
|
else
|
|
vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
|
|
|
|
anim.Play("Tweezers_Pluck_Success", 0, 0);
|
|
}
|
|
|
|
// pluckingThisFrame = true;
|
|
holdingHair = true;
|
|
}
|
|
|
|
public void DropHeldHair()
|
|
{
|
|
if (!holdingHair) return;
|
|
|
|
var droppedHair = GameObject.Instantiate(game.pluckedHairBase, game.DroppedHairsHolder.transform).GetComponent<SpriteRenderer>();
|
|
droppedHair.gameObject.SetActive(true);
|
|
|
|
droppedHair.transform.position = heldHairSprite.transform.position;
|
|
droppedHair.transform.rotation = heldHairSprite.transform.rotation;
|
|
|
|
droppedHair.sprite = heldHairSprite.sprite;
|
|
|
|
// Make the hair spin.
|
|
// (The prefab has a Rigidbody2D component already so that it falls)
|
|
droppedHair.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
|
|
droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
|
|
|
|
holdingHair = false;
|
|
}
|
|
}
|
|
} |