mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 22:07:31 +00:00
b876934b73
* license change replace unneeded package * reword this
115 lines
3.9 KiB
C#
115 lines
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class MonkeyClockArrow : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private Animator anim;
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[SerializeField] private Transform anchorRotateTransform;
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[SerializeField] private Animator playerMonkeyAnim;
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[SerializeField] private ParticleSystem yellowClap;
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[SerializeField] private ParticleSystem pinkClap;
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[SerializeField] private Transform shadowTrans;
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[SerializeField] private Transform camMoveTrans;
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[Header("Properties")]
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[SerializeField] private float shadowXRange = 2f;
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[SerializeField] private float shadowYRange = 1f;
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private MonkeyWatch game;
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private void Awake()
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{
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game = MonkeyWatch.instance;
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(MonkeyWatch.InputAction_BasicPress) && !game.IsExpectingInputNow(MonkeyWatch.InputAction_BasicPress))
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{
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PlayerClap(false, false, true);
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}
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}
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public void Move()
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{
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anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
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anim.DoScaledAnimationAsync("Click", 0.4f);
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MoveShadow();
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}
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private void MoveShadow()
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{
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float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
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realAngle *= -1;
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float x;
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float y;
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if (realAngle <= 180)
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{
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float normalizedAngle = MathUtils.Normalize(realAngle, 0, 180);
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x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
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}
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else
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{
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float normalizedAngle = MathUtils.Normalize(realAngle, 180, 360);
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x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
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}
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float realAngleY = anchorRotateTransform.localEulerAngles.z % 180 - 180;
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realAngleY *= -1;
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if (realAngleY <= 90)
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{
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float normalizedAngle = MathUtils.Normalize(realAngleY, 0, 90);
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y = Mathf.Lerp(0, shadowYRange, normalizedAngle);
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}
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else
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{
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float normalizedAngle = MathUtils.Normalize(realAngleY, 90, 180);
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y = Mathf.Lerp(shadowYRange, 0, normalizedAngle);
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}
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shadowTrans.localPosition = new Vector3(x, y);
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}
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public void MoveToAngle(float angle)
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{
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anchorRotateTransform.localEulerAngles = new Vector3(0, 0, -angle);
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}
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public bool PlayerIsClapAnim()
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{
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return !playerMonkeyAnim.IsAnimationNotPlaying();
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}
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public void PlayerClap(bool big, bool barely, bool whiff)
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{
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if (playerMonkeyAnim.IsPlayingAnimationNames("PlayerClapBarely") && whiff) return;
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if (whiff)
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{
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game.middleMonkey.DoScaledAnimationAsync("MiddleMonkeyMiss", 0.4f);
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SoundByte.PlayOneShot("miss");
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}
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if (barely || whiff)
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{
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playerMonkeyAnim.DoScaledAnimationAsync("PlayerClapBarely", 0.4f);
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}
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else
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{
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playerMonkeyAnim.DoScaledAnimationAsync(big ? "PlayerClapBig" : "PlayerClap", 0.4f);
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ParticleSystem clapToSpawn = big ? pinkClap : yellowClap;
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ParticleSystem spawnedClap = Instantiate(clapToSpawn, camMoveTrans, true);
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spawnedClap.transform.eulerAngles = Vector3.zero;
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spawnedClap.transform.GetChild(0).GetComponent<ParticleSystem>().SetAsyncScaling(0.4f);
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spawnedClap.PlayScaledAsync(0.4f);
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}
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}
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}
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}
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