HeavenStudioPlus/Assets/Scripts/Games/ShootEmUp/Enemy.cs
フマジメ 619c01b77a Shoot-'em-up (#796)
* 無駄

* spawn

* Start Interval

* new sprites, background particles

* fix white flash

* wip hit particle

* finished hit particle

* oops

* oops2

* sorry last tweak

* Damage

* Merge manually

* modified: Update()

* fix particle layering

* tweak particle more

* more enemies

* Changed the way effects are generated

* animation fixes

* attack fix

* laser and enemy miss anim

* sorry!!!!!!!!!

* monitor animations

* intro gate animations

* trajectory

* Pass Turn (WIP)

* Animation Event

* Fine placement

* Pass Turn

* Placement Pattern

* EnemyType

* icon

* fix bg, fix animations, added smoke particle

* Adding and modifying effects

* I made a mistake in the operation

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
2024-03-25 01:41:51 +00:00

184 lines
No EOL
6.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_ShootEmUp
{
public class Enemy : MonoBehaviour
{
[Header("References")]
public Animator enemyAnim;
public Transform effectHolder;
public GameObject trajectoryEffect;
public GameObject originEffect;
public GameObject impactEffect;
public GameObject missimpactEffect;
public ParticleSystem smokeEffect;
[Header("Parameters")]
[NonSerialized] public double createBeat;
[NonSerialized] public int type;
[NonSerialized] public Vector2 pos;
[NonSerialized] public float scaleSpeed;
Vector3 scaleRate => new Vector3(scaleSpeed, scaleSpeed, scaleSpeed) / (Conductor.instance.pitchedSecPerBeat * 2f);
bool isScale;
private ShootEmUp game;
public void Init()
{
transform.localPosition = new Vector3(5.05f/3*pos.x, 2.5f/3*pos.y + 1.25f, 0);
enemyAnim = GetComponent<Animator>();
enemyAnim.Play(Enum.GetName(typeof(ShootEmUp.EnemyType), type));
isScale = true;
}
public void StartInput(double beat, double length)
{
game = ShootEmUp.instance;
game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty);
// (type == (int)ShootEmUp.EnemyType.Endless ? : )
}
private void Just(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("shootEmUp/shoot");
game.playerShip.Shoot();
if (state <= -1f || state >= 1f)
{
JudgeAnim("miss");
ParticleSystem.MainModule main = smokeEffect.main;
float startLifetime = main.startLifetimeMultiplier;
main.startLifetimeMultiplier = startLifetime * (Conductor.instance.pitchedSecPerBeat * 2f);
smokeEffect.Play();
return;
}
ParticleSystem spawnedParticle = Instantiate(game.hitEffect, effectHolder);
spawnedParticle.PlayScaledAsyncAllChildren(0.45f);
JudgeAnim("just");
}
private void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("shootEmUp/15");
game.playerShip.Damage();
JudgeAnim("attack");
}
private void Empty(PlayerActionEvent caller) {}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (isScale)
{
var enemyScale = transform.localScale;
transform.localScale = enemyScale + (scaleRate * Time.deltaTime);
}
}
}
public void SpawnAnim()
{
enemyAnim.DoScaledAnimationAsync("enemySpawn", 1f);
var trajectory = Instantiate(trajectoryEffect, effectHolder);
trajectory.transform.localPosition = this.transform.localPosition;
Vector3 angle = new Vector3(0, 0, 0);
if (pos.x > 0 && pos.y >= 0) {
angle = new Vector3(0, 0, -70);
} else if (pos.x < 0 && pos.y >= 0) {
angle = new Vector3(0, 0, 70);
} else if (pos.x > 0 && pos.y <= 0) {
angle = new Vector3(0, 0, -110);
} else if (pos.x < 0 && pos.y <= 0) {
angle = new Vector3(0, 0, 110);
}
trajectory.transform.eulerAngles = angle;
trajectory.gameObject.SetActive(true);
trajectory.GetComponent<Animator>().DoScaledAnimationAsync("trajectory", 1f);
}
public void JudgeAnim(string type)
{
Vector3 currentPos = this.transform.localPosition;
Vector3 nextPos = new Vector3(0, 0.29f, 0);
GameObject origin = Instantiate(originEffect, effectHolder);
origin.transform.localPosition = currentPos;
origin.gameObject.SetActive(true);
origin.GetComponent<Animator>().DoScaledAnimationAsync("origin", 1f);
isScale = false;
GameObject trajectory = Instantiate(trajectoryEffect, effectHolder);
GameObject impact, missimpact;
switch (type)
{
case "just":
enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f);
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
impact = Instantiate(impactEffect, effectHolder);
impact.transform.localPosition = nextPos;
impact.gameObject.SetActive(true);
impact.GetComponent<Animator>().DoScaledAnimationAsync("impact", 1f);
break;
case "attack":
enemyAnim.DoScaledAnimationAsync("enemyAttack", 1f);
transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);
if (pos.x > 0) {
nextPos = new Vector3(-5, -3, 0);
} else if (pos.x < 0) {
nextPos = new Vector3(5, -3, 0);
} else {
nextPos = new Vector3(0, -1.25f, 0);
}
impact = Instantiate(impactEffect, effectHolder);
impact.transform.localPosition = nextPos;
impact.gameObject.SetActive(true);
impact.GetComponent<Animator>().DoScaledAnimationAsync("impact", 1f);
break;
case "miss":
if (pos.x <= 0) {
enemyAnim.DoScaledAnimationAsync("enemyMissRight", 1f);
} else {
enemyAnim.DoScaledAnimationAsync("enemyMissLeft", 1f);
}
missimpact = Instantiate(missimpactEffect, effectHolder);
missimpact.gameObject.SetActive(true);
missimpact.GetComponent<Animator>().DoScaledAnimationAsync("missimpact", 1f);
break;
default:
break;
}
float angleDegrees = 180 - Mathf.Atan2(nextPos.x - currentPos.x, nextPos.y - currentPos.y) * Mathf.Rad2Deg;
Vector3 angle = new Vector3(0, 0, angleDegrees);
Vector3 scale = new Vector3(1, Vector3.Distance(nextPos, currentPos)*0.16f, 1);
this.transform.localPosition = nextPos;
trajectory.transform.localPosition = nextPos;
trajectory.transform.eulerAngles = angle;
trajectory.transform.localScale = scale;
trajectory.gameObject.SetActive(true);
trajectory.GetComponent<Animator>().DoScaledAnimationAsync("trajectory_damage", 1f);
}
void End()
{
Destroy(gameObject);
}
}
}