HeavenStudioPlus/Assets/Scripts/Games/OctopusMachine/Octopus.cs
AstrlJelly 1a78876bae
Octopus Machine Finalized (#437)
* copied some code

broken rn but i'll fix it on my pc
(commiting to work not on my laptop)

* general work idk

basically got all the blocks/parameters in that i want for now
mostly need to fix the copied glee club at this point

* blehh it's almost done

but no animators means no real progress.

* squeeze anim done

* pop anim has popped up

* inputs are inputting and animations are animating

TODO:
* fix bopping/preparing so it's not janky and weird
* bubble entrance
* color tweening (about halfway done)

* more stuff yippee

* so much stuff

* bubbles block (still kinda wip?)
* squeeze color works
* preparing so much better
* added the thing where the release sfx doesn't play sometimes

* finalizing the game!

hopefully no bugs :3

* i'm pretty sure it's done!

yippee

* final

---------

Co-authored-by: wookywok <wookywok11@gmail.com>
2023-05-28 04:33:02 +00:00

110 lines
No EOL
3.7 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_OctopusMachine
{
public class Octopus : MonoBehaviour
{
[SerializeField] SpriteRenderer[] sr;
[SerializeField] SpriteRenderer[] srAll;
[SerializeField] bool player;
public Animator anim;
public bool cantBop;
public bool isSqueezed;
public bool isPreparing;
public bool queuePrepare;
public float lastReportedBeat = 0f;
float lastSqueezeBeat;
bool isActive = true;
private OctopusMachine game;
void Awake()
{
game = OctopusMachine.instance;
}
void Update()
{
if (queuePrepare && Conductor.instance.NotStopped()) {
if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationName("Release") || anim.IsPlayingAnimationName("Pop")))
{
anim.DoScaledAnimationAsync("Prepare", 0.5f);
isPreparing = true;
queuePrepare = false;
}
}
if (isActive && player)
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
OctoAction("Squeeze");
if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
}
}
}
void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)
&& !anim.IsPlayingAnimationName("Bop")
&& !anim.IsPlayingAnimationName("Happy")
&& !anim.IsPlayingAnimationName("Angry")
&& !anim.IsPlayingAnimationName("Oops")
&& !anim.IsPlayingAnimationName("Release")
&& !anim.IsPlayingAnimationName("Pop")
&& !isPreparing
&& !isSqueezed
&& !cantBop )
{
PlayAnimation(game.bopStatus);
}
}
public void PlayAnimation(int whichBop)
{
if (whichBop == 2 && player) whichBop = 3;
anim.DoScaledAnimationAsync(whichBop switch {
0 => "Bop",
1 => "Happy",
2 => "Angry",
3 => "Oops",
}, 0.5f);
}
public void ForceSqueeze()
{
anim.DoScaledAnimationAsync("ForceSqueeze", 0.5f);
isSqueezed = true;
}
public void OctopusModifiers(float x, float y, bool enable)
{
gameObject.transform.position = new Vector3(x, y, 0);
foreach (var sprite in srAll) sprite.color = new Color(sprite.color.r, sprite.color.g, sprite.color.b, enable ? 1 : 0);
isActive = enable;
}
public void OctoAction(string action)
{
if (action != "Release" || (Conductor.instance.songPositionInBeats - lastSqueezeBeat) > 0.15f) Jukebox.PlayOneShotGame($"octopusMachine/{action.ToLower()}");
if (action == "Squeeze") lastSqueezeBeat = Conductor.instance.songPositionInBeats;
anim.DoScaledAnimationAsync(action, 0.5f);
isSqueezed = (action == "Squeeze");
isPreparing =
queuePrepare = false;
}
public void AnimationColor(int poppingColor)
{
foreach (var sprite in sr) sprite.material.SetColor("_ColorAlpha", (poppingColor == 0 ? OctopusMachine.octopodesColor : OctopusMachine.octopodesSqueezedColor));
if (poppingColor == 1) isSqueezed = true;
}
}
}