mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
689226a9bb
* everything yeah. everything..? just needs an icon * ass buns * clean up + split up the blocks * quick refresh just so this doesn't get stale and fall behind in the codebase * NOT DONE YET! gonna finish tomorrow * it's done!! * oh oops gotta actually load the game
136 lines
5 KiB
C#
136 lines
5 KiB
C#
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_MannequinFactory
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{
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public class MannequinHead : MonoBehaviour
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{
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public double startBeat;
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public bool needSlap;
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[Header("Animators")]
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[SerializeField] SpriteRenderer headSr;
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[SerializeField] Sprite[] heads;
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[SerializeField] SpriteRenderer eyesSr;
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[SerializeField] Sprite[] eyes;
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[SerializeField] Animator headAnim;
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int turnStatus;
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public MannequinFactory game;
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private void Start()
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{
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game.slapScheduledBeat = startBeat + 4;
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turnStatus = needSlap ? 0 : 1;
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headSr.sprite = heads[turnStatus];
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BeatAction.New(game, new List<BeatAction.Action> {
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new(startBeat + 1, delegate { headAnim.DoScaledAnimationAsync("Move1", 0.3f); }),
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new(startBeat + 3, delegate { if (game.gameManager.autoplay) headAnim.DoScaledAnimationAsync("Move2", 0.3f); }),
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new(startBeat + 4, delegate {
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PlayerActionEvent input;
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if (turnStatus == 1) {
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input = game.ScheduleInput(startBeat, 5, MannequinFactory.InputAction_Second, StampJust, StampMiss, null);
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} else {
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input = game.ScheduleUserInput(startBeat, 5, MannequinFactory.InputAction_Second, StampUnJust, StampMiss, null);
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}
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input.IsHittable = () => !game.StampAnim.IsPlayingAnimationNames("StampEmpty", "StampJust");
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}),
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});
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PlayerActionEvent input;
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if (needSlap) {
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input = game.ScheduleInput(startBeat, 3, MannequinFactory.InputAction_First, SlapJust, SlapMiss, null);
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} else {
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input = game.ScheduleUserInput(startBeat, 3, MannequinFactory.InputAction_First, SlapUnJust, SlapMiss, null);
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}
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input.IsHittable = () => !game.HandAnim.IsPlayingAnimationNames("SlapEmpty", "SlapJust");
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}
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private void SlapJust(PlayerActionEvent caller, float state)
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{
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SlapHit(state);
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headSr.sprite = heads[turnStatus];
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}
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private void SlapUnJust(PlayerActionEvent caller, float state)
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{
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eyesSr.transform.localScale = new Vector2(-1, 1);
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headSr.transform.localScale = new Vector2(-1, 1);
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headSr.sprite = heads[0];
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game.ScoreMiss();
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SlapHit(state);
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}
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private void SlapHit(float state)
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{
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if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
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turnStatus++;
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SoundByte.PlayOneShotGame("mannequinFactory/slap");
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game.HandAnim.DoScaledAnimationAsync("SlapJust", 0.3f);
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headAnim.Play("Slapped", 0, 0);
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}
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private void SlapMiss(PlayerActionEvent caller)
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{
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headAnim.DoScaledAnimationAsync("Move2", 0.3f);
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}
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private void StampHit(float state)
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{
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if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
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headAnim.DoScaledAnimationAsync("Stamp", 0.3f);
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game.StampAnim.DoScaledAnimationAsync("StampJust", 0.3f);
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SoundByte.PlayOneShotGame("mannequinFactory/eyes");
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eyesSr.gameObject.SetActive(true);
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}
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private void StampJust(PlayerActionEvent caller, float state)
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{
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StampHit(state);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("mannequinFactory/claw1", startBeat + 6),
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new MultiSound.Sound("mannequinFactory/claw2", startBeat + 6.5),
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});
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BeatAction.New(game, new List<BeatAction.Action> {
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new BeatAction.Action(startBeat + 5.75, delegate { headAnim.DoScaledAnimationAsync("Grabbed1", 0.3f); }),
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new BeatAction.Action(startBeat + 6 , delegate { headAnim.DoScaledAnimationAsync("Grabbed2", 0.3f); }),
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});
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}
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private void StampUnJust(PlayerActionEvent caller, float state)
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{
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StampHit(state);
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eyesSr.sprite = eyes[1];
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BeatAction.New(game, new List<BeatAction.Action> {
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new BeatAction.Action(startBeat + 6, delegate {
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SoundByte.PlayOneShotGame("mannequinFactory/miss");
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headAnim.DoScaledAnimationAsync("StampMiss", 0.3f);
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}),
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});
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}
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private void StampMiss(PlayerActionEvent caller)
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{
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headAnim.DoScaledAnimationAsync("Move3", 0.3f);
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BeatAction.New(game, new List<BeatAction.Action> {
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new BeatAction.Action(startBeat + 6.5, delegate {
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SoundByte.PlayOneShotGame("mannequinFactory/miss");
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headAnim.DoScaledAnimationAsync("Miss", 0.3f);
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}),
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});
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}
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// animation event
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public void DestroySelf()
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{
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Destroy(this);
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}
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}
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}
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