HeavenStudioPlus/Assets/Scripts/Games/DogNinja/ThrowObject.cs
minenice55 92baac9e38 Dog Ninja Rework (#771)
* nearly the entire dog ninja rework

lol. didn't think it would be this easy
just a few more things to fix and we're good

* fix some things, add NOT WORKING updater

* final optimizations and fixes

damn i didn't think the preparing stuff would be such a big deal

* actual last fixes + ass buns

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Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
2024-03-10 02:59:19 +00:00

111 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DogNinja
{
public class ThrowObject : MonoBehaviour
{
[SerializeField] DogNinja game;
public double startBeat;
public int type;
public bool fromLeft;
public bool shouldSfx = true;
public int direction;
public string sfxNum;
private Vector3 objPos;
private bool isActive = true;
private double barelyTime;
[Header("Animators")]
Animator DogAnim;
[Header("References")]
public BezierCurve3D curve;
[SerializeField] BezierCurve3D LeftCurve;
[SerializeField] BezierCurve3D RightCurve;
private BezierCurve3D barelyCurve;
[SerializeField] BezierCurve3D BarelyLeftCurve;
[SerializeField] BezierCurve3D BarelyRightCurve;
[SerializeField] SpawnHalves HalvesLeftBase;
[SerializeField] SpawnHalves HalvesRightBase;
public Sprite[] objectLeftHalves;
public Sprite[] objectRightHalves;
private void Start()
{
DogAnim = game.DogAnim;
curve = fromLeft ? LeftCurve : RightCurve;
barelyCurve = fromLeft ? BarelyRightCurve : BarelyLeftCurve;
game.ScheduleInput(startBeat, 1f, DogNinja.InputAction_Press, Hit, Miss, null);
}
private void Update()
{
if (isActive) {
float flyPos = game.conductor.GetPositionFromBeat(startBeat, 1f)+1.1f;
flyPos *= 0.31f;
transform.position = curve.GetPoint(flyPos);
objPos = curve.GetPoint(flyPos);
// destroy object when it's off-screen
if (flyPos > 1f) {
Destroy(gameObject);
}
} else {
float flyPosBarely = game.conductor.GetPositionFromBeat(barelyTime, 1f)+1f;
flyPosBarely *= 0.3f;
transform.position = barelyCurve.GetPoint(flyPosBarely) + objPos;
float rot = fromLeft ? 200f : -200f;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
if (flyPosBarely > 1f) {
Destroy(gameObject);
}
}
}
private void Hit(PlayerActionEvent caller, float state)
{
game.StopPrepare();
string dir = direction switch {
0 => "Left",
1 => "Right",
_ => "Both",
};
if (state >= 1f || state <= -1f) {
isActive = false;
barelyTime = game.conductor.songPositionInBeatsAsDouble;
DogAnim.DoScaledAnimationAsync("Barely" + dir, 0.5f);
if (shouldSfx) SoundByte.PlayOneShotGame("dogNinja/barely");
} else {
DogAnim.DoScaledAnimationAsync("Slice" + dir, 0.5f);
if (shouldSfx) SoundByte.PlayOneShotGame(sfxNum + "2");
HalvesLeftBase.sr.sprite = objectLeftHalves[type - 1];
HalvesRightBase.sr.sprite = objectRightHalves[type - 1];
for (int i = 0; i < 2; i++) {
SpawnHalves half = Instantiate(i == 0 ? HalvesLeftBase : HalvesRightBase, game.transform);
half.startBeat = startBeat;
half.lefty = fromLeft;
half.objPos = objPos;
}
Destroy(gameObject);
}
}
private void Miss(PlayerActionEvent caller)
{
if (!game.preparing) return;
DogAnim.DoScaledAnimationAsync("Unprepare", 0.5f);
game.StopPrepare();
}
}
}