HeavenStudioPlus/Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs
Rapandrasmus 44b29dee5d Games fixes/reworks patch (#501)
* ghosts are scaled now

* Lockstep fully reworked

* mr. bach has been implemented

* Space dance fixes

* oops

* Tap trial rework part 1

* tap trial rework part 2

* oopsie

* Gramps Talk Update

* Space Dance Voice Offsets

* Giraffe done! (Except miss anim)

* bg is not showing up for some reason

* bg not rendering fixed + giraffe fixed

* scrolling done

* fixed space dance and space soccer bg scrolls

* fixed rockers bugs

* adjustment

* fixed el inaccuracies

* particle fix

* changed pitch and volume of monkey tap

* miss anim

* megamix face for girl

* Proper miss anim implementation

* Added force stepping event

* miss anim fix

---------

Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-07-12 20:48:26 -04:00

163 lines
No EOL
4.5 KiB
C#

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<Animator>();
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(gameObject, new List<BeatAction.Action>()
{
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();
}
}
}