HeavenStudioPlus/Assets/Scripts/Games/ClappyTrio/ClappyTrioPlayer.cs
minenice55 4c4d0a7a7a Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

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2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_ClappyTrio
{
public class ClappyTrioPlayer : MonoBehaviour
{
ClappyTrio game;
private float lastClapBeat;
private float lastClapLength;
public bool clapStarted = false;
public bool canHit;
private GameObject clapEffect;
private void Awake()
{
game = ClappyTrio.instance;
clapEffect = transform.GetChild(4).GetChild(3).gameObject;
}
private void Update()
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Clap(false);
game.ScoreMiss();
}
}
public void QueueClap(float startBeat, float length)
{
lastClapBeat = startBeat;
lastClapLength = length;
game.ScheduleInput(startBeat, length, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Just(PlayerActionEvent caller, float state)
{
if (!canHit) {
Clap(false);
return;
}
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
Clap(false);
return;
}
Clap(true);
}
private void Miss(PlayerActionEvent caller) {
game.playerHitLast = false;
game.missed = true;
game.emoCounter = 2;
if (clapStarted)
this.canHit = false;
}
private void Out(PlayerActionEvent caller) {}
private void Clap(bool just)
{
game.emoCounter = 2;
if (just)
{
clapEffect.SetActive(true);
Jukebox.PlayOneShotGame("clappyTrio/rightClap");
if (this.canHit)
game.playerHitLast = true;
}
else
{
clapEffect.SetActive(false);
Jukebox.PlayOneShot("miss");
game.playerHitLast = false;
game.missed = true;
if (clapStarted)
this.canHit = false;
}
clapStarted = false;
game.SetFace(game.Lion.Count - 1, 4);
this.GetComponent<Animator>().Play("Clap", 0, 0);
}
}
}