mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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138 lines
4.4 KiB
C#
138 lines
4.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.CropStomp
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{
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public class CropStomp : Minigame
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{
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const float stepDistance = 2.115f;
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float scrollRate => stepDistance / (Conductor.instance.secPerBeat * 2f / Conductor.instance.musicSource.pitch);
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float grassWidth;
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private float newBeat = -1f; // So that marching can happen on beat 0.
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private float marchStartBeat = -1f;
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private float marchOffset;
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private int currentMarchBeat;
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private int stepCount;
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private bool isStepping;
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public bool isMarching => marchStartBeat != -1f && Conductor.instance.isPlaying;
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public Animator legsAnim;
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public Transform farmerTrans;
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public SpriteRenderer grass;
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public Transform grassTrans;
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public Transform scrollingHolder;
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public Farmer farmer;
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private Tween shakeTween;
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public static CropStomp instance;
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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// Finding grass sprite width for grass scrolling.
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var grassSprite = grass.sprite;
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var borderLeft = grassSprite.rect.xMin + grassSprite.border.x;
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var borderRight = grassSprite.rect.xMax - grassSprite.border.z;
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var borderWidthPixels = borderRight - borderLeft;
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grassWidth = borderWidthPixels / grassSprite.pixelsPerUnit;
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}
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private void Update()
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{
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if (!isMarching)
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return;
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref newBeat, marchOffset, true))
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{
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currentMarchBeat += 1;
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// Step.
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if (currentMarchBeat % 2 != 0)
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{
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// Don't step if already stomped.
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if (!isStepping)
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{
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stepCount += 1;
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var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
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legsAnim.Play(stepAnim, 0, 0);
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isStepping = true;
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}
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Jukebox.PlayOneShotGame("cropStomp/hmm");
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}
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// Lift.
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else
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{
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var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
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legsAnim.Play(liftAnim, 0, 0);
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var farmerPos = farmerTrans.localPosition;
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farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
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isStepping = false;
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}
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}
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// Object scroll.
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var scrollPos = scrollingHolder.localPosition;
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var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
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scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
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// Grass scroll.
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var grassPos = grassTrans.localPosition;
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var newGrassX = grassPos.x + (scrollRate * Time.deltaTime);
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newGrassX = (newGrassX % (grassWidth * 4.5f));
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grassTrans.localPosition = new Vector3(newGrassX, grassPos.y, grassPos.z);
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}
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public void StartMarching(float beat)
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{
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marchStartBeat = beat;
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marchOffset = (marchStartBeat % 1) * Conductor.instance.secPerBeat / Conductor.instance.musicSource.pitch;
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currentMarchBeat = 0;
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stepCount = 0;
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farmer.nextStompBeat = beat;
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}
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public void Stomp()
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{
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// Don't increment step counter if autostep stepped already.
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if (!isStepping)
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stepCount += 1;
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var stompAnim = (stepCount % 2 != 0 ? "StompFront" : "StompBack");
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legsAnim.Play(stompAnim, 0, 0);
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Jukebox.PlayOneShotGame("cropStomp/stomp");
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if (shakeTween != null)
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shakeTween.Kill(true);
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var camTrans = GameCamera.instance.transform;
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camTrans.localPosition = new Vector3(camTrans.localPosition.x, 0.75f, camTrans.localPosition.z);
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camTrans.DOLocalMoveY(0f, 0.5f).SetEase(Ease.OutElastic, 1f);
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isStepping = true;
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}
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}
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}
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