HeavenStudioPlus/Assets/Scripts/Games/WizardsWaltz/Wizard.cs
minenice55 72d555fc1d Auto-Swing (#827)
* BurstLinq

make BGM resync when changing pitch (to test)

* autoswing

some game implementations, most games already work fine

* more game tweaks

* 16th note swing

more game fixes
make pitch change resync optional in the API

* suppress some common warnings

* Update Credits.txt
2024-04-07 04:55:08 +00:00

79 lines
No EOL
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_WizardsWaltz
{
public class Wizard : MonoBehaviour
{
public Animator animator;
public GameObject shadow;
private WizardsWaltz game;
private float songPos;
public void Init()
{
game = WizardsWaltz.instance;
}
void Update()
{
songPos = (float)(Conductor.instance.unswungSongPositionInBeatsAsDouble - game.wizardBeatOffset);
var am = game.beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * game.xRange;
var y = Mathf.Cos(Mathf.PI * songPos / am) * game.yRange;
var z = Mathf.Cos(Mathf.PI * songPos / am) * game.zRange;
//var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
transform.position = new Vector3(x, 3f - y * 0.5f, z);
shadow.transform.position = new Vector3(x, game.plantYOffset + y * 1.5f, z);
/*var xscale = scale;
if (y > 0) xscale *= -1;
transform.localScale = new Vector3(xscale, scale, 1);
shadow.transform.localScale = new Vector3(scale, scale, 1);*/
transform.localScale = new Vector3((y > 0) ? -1 : 1, 1, 1);
}
private void LateUpdate()
{
if (PlayerInput.GetIsAction(WizardsWaltz.InputAction_Press))
{
animator.Play("Magic", 0, 0);
SoundByte.PlayOneShotGame("wizardsWaltz/wand");
}
}
public void Idle()
{
animator.Play("Idle", 0, 0);
}
public void Magic(Plant plant, bool hit)
{
animator.Play("Magic", 0, 0);
if(plant == null)
{
// TODO: Play empty A press sound
return;
}
if (hit)
{
SoundByte.PlayOneShotGame("wizardsWaltz/grow");
plant.Bloom();
game.girl.Happy();
}
else
{
SoundByte.PlayOneShot("miss");
plant.Eat();
game.girl.Sad();
}
}
}
}