HeavenStudioPlus/Assets/Scripts/Games/DJSchool/Student.cs

143 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using RhythmHeavenMania.Util;
using Starpelly;
namespace RhythmHeavenMania.Games.DJSchool
{
public class Student : PlayerActionObject
{
public Animator anim;
[Header("Properties")]
public float holdBeat;
public float swipeBeat;
public bool isHolding;
[Header("Components")]
[SerializeField] private SpriteRenderer flash;
[SerializeField] private GameObject flashFX;
[SerializeField] private GameObject flashFXInverse;
[SerializeField] private GameObject TurnTable;
[SerializeField] private GameObject slamFX;
private void Start()
{
anim = GetComponent<Animator>();
TurnTable.GetComponent<Animator>().speed = 0;
}
private void Update()
{
if (!isHolding)
{
float normalizedBeatHold = Conductor.instance.GetPositionFromBeat(holdBeat, 2);
StateCheck(normalizedBeatHold);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Hold(true);
}
else
{
Hold(false);
}
}
}
else if (isHolding)
{
float normalizedBeatSwipe = Conductor.instance.GetPositionFromBeat(swipeBeat, 2);
StateCheck(normalizedBeatSwipe);
print(normalizedBeatSwipe); ;
if (PlayerInput.PressedUp())
{
if (state.perfect)
{
Swipe();
}
else
{
UnHold();
}
}
}
}
public void Hold(bool ace)
{
isHolding = true;
Jukebox.PlayOneShotGame("djSchool/recordStop");
anim.Play("Hold", 0, 0);
if (ace)
{
FlashFX(true);
}
// Settings.GetMusicMixer().audioMixer.FindSnapshot("DJSchool_Hold").TransitionTo(0.15f);
}
public void UnHold()
{
isHolding = false;
anim.speed = -1;
anim.Play("Hold", 0, 0);
// Settings.GetMusicMixer().audioMixer.FindSnapshot("Main").TransitionTo(0.15f);
}
public void Swipe()
{
isHolding = false;
Jukebox.PlayOneShotGame("djSchool/recordSwipe");
anim.Play("Swipe", 0, 0);
FlashFX(false);
TurnTable.GetComponent<Animator>().speed = 1;
TurnTable.GetComponent<Animator>().Play("Student_Turntable_Swipe", 0, 0);
Instantiate(slamFX).SetActive(true);
// Settings.GetMusicMixer().audioMixer.FindSnapshot("Main").TransitionTo(0.15f);
}
private void FlashFX(bool inverse)
{
GameObject prefab = flashFX;
if (inverse)
prefab = flashFXInverse;
GameObject flashFX_ = Instantiate(prefab, this.transform.parent);
flashFX_.SetActive(true);
Destroy(flashFX_, 0.5f);
flash.color = "D0FBFF".Hex2RGB();
flash.color = new Color(flash.color.r, flash.color.g, flash.color.b, 0.85f);
flash.DOColor(new Color(flash.color.r, flash.color.g, flash.color.b, 0), 0.15f);
}
public void TransitionBackToIdle()
{
// for letting go of "hold"
if (anim.speed == 0)
{
anim.speed = 1;
anim.Play("Idle", 0, 0);
}
}
}
}