HeavenStudioPlus/Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
minenice55 b876934b73 Change Project License to MIT (#700)
* license change

replace unneeded package

* reword this
2024-02-16 06:17:16 +00:00

115 lines
3.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class MonkeyClockArrow : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Animator anim;
[SerializeField] private Transform anchorRotateTransform;
[SerializeField] private Animator playerMonkeyAnim;
[SerializeField] private ParticleSystem yellowClap;
[SerializeField] private ParticleSystem pinkClap;
[SerializeField] private Transform shadowTrans;
[SerializeField] private Transform camMoveTrans;
[Header("Properties")]
[SerializeField] private float shadowXRange = 2f;
[SerializeField] private float shadowYRange = 1f;
private MonkeyWatch game;
private void Awake()
{
game = MonkeyWatch.instance;
}
private void Update()
{
if (PlayerInput.GetIsAction(MonkeyWatch.InputAction_BasicPress) && !game.IsExpectingInputNow(MonkeyWatch.InputAction_BasicPress))
{
PlayerClap(false, false, true);
}
}
public void Move()
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
anim.DoScaledAnimationAsync("Click", 0.4f);
MoveShadow();
}
private void MoveShadow()
{
float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
realAngle *= -1;
float x;
float y;
if (realAngle <= 180)
{
float normalizedAngle = MathUtils.Normalize(realAngle, 0, 180);
x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
}
else
{
float normalizedAngle = MathUtils.Normalize(realAngle, 180, 360);
x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
}
float realAngleY = anchorRotateTransform.localEulerAngles.z % 180 - 180;
realAngleY *= -1;
if (realAngleY <= 90)
{
float normalizedAngle = MathUtils.Normalize(realAngleY, 0, 90);
y = Mathf.Lerp(0, shadowYRange, normalizedAngle);
}
else
{
float normalizedAngle = MathUtils.Normalize(realAngleY, 90, 180);
y = Mathf.Lerp(shadowYRange, 0, normalizedAngle);
}
shadowTrans.localPosition = new Vector3(x, y);
}
public void MoveToAngle(float angle)
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, -angle);
}
public bool PlayerIsClapAnim()
{
return !playerMonkeyAnim.IsAnimationNotPlaying();
}
public void PlayerClap(bool big, bool barely, bool whiff)
{
if (playerMonkeyAnim.IsPlayingAnimationNames("PlayerClapBarely") && whiff) return;
if (whiff)
{
game.middleMonkey.DoScaledAnimationAsync("MiddleMonkeyMiss", 0.4f);
SoundByte.PlayOneShot("miss");
}
if (barely || whiff)
{
playerMonkeyAnim.DoScaledAnimationAsync("PlayerClapBarely", 0.4f);
}
else
{
playerMonkeyAnim.DoScaledAnimationAsync(big ? "PlayerClapBig" : "PlayerClap", 0.4f);
ParticleSystem clapToSpawn = big ? pinkClap : yellowClap;
ParticleSystem spawnedClap = Instantiate(clapToSpawn, camMoveTrans, true);
spawnedClap.transform.eulerAngles = Vector3.zero;
spawnedClap.transform.GetChild(0).GetComponent<ParticleSystem>().SetAsyncScaling(0.4f);
spawnedClap.PlayScaledAsync(0.4f);
}
}
}
}