HeavenStudioPlus/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs
ThePurpleAnon ced59446a1 Upbeat blip length (#675)
* Implementation

actually implemented the slider, waiting on zeo's word for polish

* Non-placeholder text

ty zeo
2024-02-02 00:40:53 +00:00

105 lines
No EOL
3.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using TMPro;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MrUpbeat
{
public class UpbeatMan : MonoBehaviour
{
[Header("References")]
[SerializeField] Animator anim;
[SerializeField] Animator blipAnim;
[SerializeField] Transform antennaLight;
[SerializeField] GameObject[] shadows;
[SerializeField] TMP_Text blipText;
public int blipSize = 0;
public bool shouldGrow;
public bool shouldBlip = true;
public string blipString = "M";
public int blipLength = 4;
public bool canStep = false; // just disabled when you normally couldn't step, which is anything less than 2 beats before you would start stepping and any time after the Ding!
public bool canStepFromAnim = true; // disabled when stepping, then reenabled in the animation events. you can step JUST BARELY before the animation ends in fever
private static MrUpbeat game;
void Awake()
{
game = MrUpbeat.instance;
canStep = false;
}
void Update()
{
blipText.transform.localPosition = new Vector3(antennaLight.position.x, antennaLight.position.y + 0.7f);
if (PlayerInput.GetIsAction(MrUpbeat.InputAction_BasicPress) && !game.IsExpectingInputNow(MrUpbeat.InputAction_BasicPress)
&& canStep && canStepFromAnim) {
Step(true);
}
}
public void RecursiveBlipping(double beat)
{
if (game.stopBlipping) {
game.stopBlipping = false;
return;
}
if (shouldBlip) {
Blipping();
}
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); })
});
}
public void Blipping()
{
int blipLengthReal = blipLength - 4;
SoundByte.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip" + (blipSize + 1 - blipLengthReal), 0, 0);
blipText.gameObject.SetActive(blipSize - blipLengthReal >= 4);
blipText.text = blipString != "" ? blipString : "";
if (shouldGrow && blipSize - blipLengthReal < 4) blipSize++;
}
public void Step(bool isInput = false)
{
if (isInput || FacingCorrectly()) {
shadows[0].SetActive(transform.localScale.x < 0);
shadows[1].SetActive(transform.localScale.x > 0);
Flip();
}
anim.DoScaledAnimationAsync("Step", 0.5f);
SoundByte.PlayOneShotGame("mrUpbeat/step");
}
public void Fall()
{
anim.DoScaledAnimationAsync(FacingCorrectly() ? "FallR" : "FallL", 1f);
SoundByte.PlayOneShot("miss");
shadows[0].SetActive(false);
shadows[1].SetActive(false);
Flip();
}
void Flip() {
var scale = transform.localScale;
transform.localScale = new Vector3(-scale.x, scale.y, scale.z);
}
public bool FacingCorrectly() => (game.stepIterate % 2 == 0) == (transform.localScale.x < 0);
// animation event
public void ToggleStepping(int canStep) // why do unity animation events not support booleans??? this is a 1 for true or 0 for false
{
canStepFromAnim = canStep == 1;
}
}
}